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Learning game AI programming with Lua : leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics /

If you are a game developer or a general programmer who wishes to focus on programming systems and techniques to build your game AI without creating low-level interfaces in a game engine, then this book is for you. Knowledge of C++ will come in handy to debug the entirety of the AI sandbox and expan...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Young, David (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, [2014]
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Young, David,  |e author. 
245 1 0 |a Learning game AI programming with Lua :  |b leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics /  |c David Young. 
246 3 0 |a Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c [2014] 
264 4 |c ©2014 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Community experience distilled 
588 0 |a Online resource; title from cover (Safari, viewed December 18, 2014). 
500 |a Includes index. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with AI Sandbox; Introduction to AI sandbox; Understanding the sandbox; The project layout; The Premake build; Compiling the sandbox with Visual Studio 2008/2010/2012/2013; Open source libraries; Open source tools; Lua IDE -- Decoda; Running AI sandbox inside Decoda; Setting up a new Decoda project; Debugging Lua scripts; Decoda Watch window; Decoda Call Stack window; The Decoda Virtual Machines window; Simultaneous Lua and C++ debugging 
505 8 |a Visual Studio -- Attach to ProcessDecoda -- Attach to Process; Decoda -- Attach System Debugger; Associating Lua scripts from code with Decoda; The Lua virtual machine; The Lua stack; Lua primitives; Metatables; Metamethods; Userdata; C/C++ calling Lua functions; Lua calling C/C++ functions; Function binding; Creating custom userdata; Looking at the vector data type; The demo framework; Ogre; Object-Oriented Input System; SandboxApplication; Sandbox; Agent; Utility classes; Lua binding; Summary; Chapter 2: Creating and Moving Agents; Creating a new sandbox project; Setting up the file structure 
505 8 |a Extending the SandboxApplication classRunning your sandbox for the first time; Creating a new Decoda project; Configuring Decoda's run executable; Creating a sandbox Lua script; Creating a floor; Adding a light; Adding a skybox; Adding meshes to the sandbox; Creating sandbox objects; Shooting blocks; Creating an agent Lua script; Creating a visual representation; Updating an agent position; Updating an agent orientation; Agent properties; Orientation; The forward axis; The left axis; The up axis; Location; Position; Size; Height; Radius; Physics; Mass; The max force; The max speed; Speed 
505 8 |a VelocityKnowledge; Target; Target radius; Path; Agents' movement; Mass; Speed; Velocity; Acceleration; Force; Agent-steering forces; Seeking; Applying steering forces to an agent; Clamping the horizontal speed of an agent; Creating a seeking agent; Pursuit; Fleeing; Evasion; Wandering; The target speed; Path following; Creating a path following agent; Avoidance; Collision avoidance; Obstacle avoidance; Avoiding blocks and agents; Group steering; Alignment; Cohesion; Separation; Creating a group of followers; Summing steering forces; Weighted sums; Priority-based forces; Summary 
505 8 |a Chapter 3: Character AnimationsSkeletons and meshes; Mesh skeletons; Loading an animated mesh; Showing a skeleton; Attaching meshes to bones; Attaching a weapon to our soldier; Animation clips; Playing an animation on our soldier; Soldier animations; Crouching animations; Standing animations; Weapon animations; Soldier poses; Weapon poses; Manipulating animations; Enabling and disabling animations; Looping animations; The animation length; The animation time; Normalized time; Restarting an animation; Playing a non-looping animation; The animation rate; Animation blending; Animation weights 
520 |a If you are a game developer or a general programmer who wishes to focus on programming systems and techniques to build your game AI without creating low-level interfaces in a game engine, then this book is for you. Knowledge of C++ will come in handy to debug the entirety of the AI sandbox and expand on the features present within the book, but it is not required. 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Lua (Computer program language) 
650 0 |a Video games  |x Programming. 
650 0 |a Video games  |x Design. 
650 0 |a Application software  |x Development. 
650 6 |a Lua (Langage de programmation) 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a Logiciels d'application  |x Développement. 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Application software  |x Development  |2 fast 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Lua (Computer program language)  |2 fast 
776 0 8 |i Print version:  |a Young, David.  |t Learning game AI programming with Lua : leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics.  |d Birmingham, England : Packt Publishing, ©2014  |h 328 pages  |k Community experience distilled.  |z 9781783281336 
830 0 |a Community experience distilled. 
856 4 0 |u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=918207  |z Texto completo 
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