|
|
|
|
LEADER |
00000cam a2200000 i 4500 |
001 |
EBSCO_ocn899245780 |
003 |
OCoLC |
005 |
20231017213018.0 |
006 |
m o d |
007 |
cr unu|||||||| |
008 |
150106s2014 enka o 001 0 eng d |
040 |
|
|
|a UMI
|b eng
|e rda
|e pn
|c UMI
|d E7B
|d COO
|d OCLCF
|d DEBBG
|d YDXCP
|d N$T
|d OCLCQ
|d TEFOD
|d AGLDB
|d ICA
|d JBG
|d D6H
|d OCLCQ
|d VTS
|d CEF
|d OCLCQ
|d NLE
|d UKMGB
|d STF
|d UKAHL
|d SFB
|d AJS
|d OCLCO
|d OCLCQ
|d OCLCA
|d OCL
|d OCLCA
|d QGK
|d OCLCO
|d OCLCA
|
015 |
|
|
|a GBB6G2957
|2 bnb
|
016 |
7 |
|
|a 018006453
|2 Uk
|
019 |
|
|
|a 907300597
|a 1259168906
|
020 |
|
|
|a 9781783281343
|q (electronic bk.)
|
020 |
|
|
|a 1783281340
|q (electronic bk.)
|
020 |
|
|
|z 1783281332
|
020 |
|
|
|z 9781783281336
|
029 |
1 |
|
|a CHNEW
|b 000705138
|
029 |
1 |
|
|a DEBBG
|b BV042490527
|
029 |
1 |
|
|a DEBSZ
|b 434837067
|
029 |
1 |
|
|a DEBSZ
|b 484735160
|
029 |
1 |
|
|a UKMGB
|b 018006453
|
035 |
|
|
|a (OCoLC)899245780
|z (OCoLC)907300597
|z (OCoLC)1259168906
|
037 |
|
|
|a CL0500000522
|b Safari Books Online
|
037 |
|
|
|a 19B7EB98-4085-4F26-9A64-B2AD87627176
|b OverDrive, Inc.
|n http://www.overdrive.com
|
050 |
|
4 |
|a QA76.73.L82
|
072 |
|
7 |
|a GAM
|x 001000
|2 bisacsh
|
082 |
0 |
4 |
|a 794.81526
|2 23
|
049 |
|
|
|a UAMI
|
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
|
938 |
|
|
|a Askews and Holts Library Services
|b ASKH
|n AH27257850
|
938 |
|
|
|a ebrary
|b EBRY
|n ebr10992768
|
938 |
|
|
|a EBSCOhost
|b EBSC
|n 918207
|
938 |
|
|
|a YBP Library Services
|b YANK
|n 12188115
|
994 |
|
|
|a 92
|b IZTAP
|