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|a 794.81526
|2 23
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|a UAMI
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|a Palacios, Jorge.
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|a Unity 2018 Artificial Intelligence Cookbook :
|b Over 90 Recipes to Build and Customize AI Entities for Your Games with Unity, 2nd Edition.
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|a 2nd ed.
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|a Birmingham :
|b Packt Publishing Ltd,
|c 2018.
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|a 1 online resource (327 pages)
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Print version record.
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|a Cover; Title Page; Copyright and Credits; Dedication; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: Behaviors -- Intelligent Movement; Introduction; Creating the behaviors template; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Pursuing and evading; Getting ready; How to do it ... ; How it works ... ; Adjusting the agent for physics; Getting ready; How to do it ... ; How it works ... ; See also; Arriving and leaving; Getting ready; How to do it ... ; How it works ... ; Facing objects; Getting ready; How to do it ... ; How it works ... ; Wandering around.
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|a Getting readyHow to do it ... ; How it works ... ; Following a path; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Avoiding agents; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Avoiding walls; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Blending behaviors by weight; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Blending behaviors by priority; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Shooting a projectile; Getting ready; How to do it ... ; How it works ...
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|a There's more ... See also; Predicting a projectile's landing spot; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Targeting a projectile; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Creating a jump system; Getting ready; How to do it ... ; How it works ... ; Chapter 2: Navigation; Introduction; Representing the world with grids; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Representing the world with points of visibility; Getting ready; How to do it ... ; How it works ... ; There's more ...
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|a Representing the world with a self-made navigation meshGetting ready; How to do it ... ; How it works ... ; Finding your way out of a maze with DFS; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Finding the shortest path in a grid with BFS; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Finding the shortest path with Dijkstra; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Finding the best-promising path with A*; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Improving A* for memory -- IDA*; Getting ready.
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|a How to do it ... How it works ... ; There's more ... ; Planning navigation in several frames -- time-sliced search; Getting ready; How to do it ... ; How it works ... ; See also; Smoothing a path; Getting ready; How to do it ... ; How it works ... ; Chapter 3: Decision Making; Introduction; Choosing through a decision tree; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Implementing a finite-state machine; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Improving FSMs: hierarchical finite-state machines; Getting ready; How to do it ... ; How it works ... ; See also.
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|a Implementing behavior trees.
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|a With the help of Artificial Intelligence, you can create engaging games consisting of intelligent enemies and intellectual behavior. Using Unity's API or built-in features allows limitless possibilities to create your game's worlds and characters. This cookbook covers essential techniques to help you take your game AI programming to the next level.
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590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
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|a Video games
|x Programming.
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650 |
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6 |
|a Jeux vidéo
|x Programmation.
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650 |
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|a Video games
|x Programming
|2 fast
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758 |
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|i has work:
|a Unity 2018 artificial intelligence cookbook (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFTT9FR8GRcMtxBwHyDXh3
|4 https://id.oclc.org/worldcat/ontology/hasWork
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776 |
0 |
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|i Print version:
|a Palacios, Jorge.
|t Unity 2018 Artificial Intelligence Cookbook : Over 90 Recipes to Build and Customize AI Entities for Your Games with Unity, 2nd Edition.
|d Birmingham : Packt Publishing Ltd, ©2018
|z 9781788626170
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856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=5504392
|z Texto completo
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938 |
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|a EBL - Ebook Library
|b EBLB
|n EBL5504392
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994 |
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|a 92
|b IZTAP
|