Game AI Pro 360 : guide to movement and pathfinding /: guide to movement and pathfinding. (2019)
- Record Type:
- Book
- Title:
- Game AI Pro 360 : guide to movement and pathfinding /: guide to movement and pathfinding. (2019)
- Main Title:
- Game AI Pro 360 : guide to movement and pathfinding
- Further Information:
- Note: Edited by Steve Rabin.
- Authors:
- Rabin, Steve
- Editors:
- Rabin, Steve
- Contents:
- About the Editor About the Contributors Introduction 1 Pathfinding Architecture Optimizations Steve Rabin and Nathan R. Sturtevant 2 Choosing a Search Space Representation Nathan R. Sturtevant 3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions D. Hunter Hale and G. Michael Youngblood 4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake 5 Techniques for Formation Movement Using Steering Circles Stephen Bjore 6 Collision Avoidance for Preplanned Locomotion Bobby Anguelov 7 Crowd Pathfinding and Steering Using Flow Field Tiles Elijah Emerson 8 Efficient Crowd Simulation for Mobile Games Graham Pentheny 9 Animation-Driven Locomotion with Locomotion Planning Jarosław Ciupiński 10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids Steve Rabin and Fernando Silva 11 Subgoal Graphs for Fast Optimal Pathfinding Tansel Uras and Sven Koenig 12 Theta* for Any-Angle Pathfinding Alex Nash and Sven Koenig 13 Advanced Techniques for Robust, Efficient Crowds Graham Pentheny 14 Context Steering: Behavior-Driven Steering at the Macro Scale Andrew Fray 15 Guide to Anticipatory Collision Avoidance Stephen J. Guy and Ioannis Karamouzas 16 Hierarchical Architecture for Group Navigation Behaviors Clodéric Mars and Jérémy Chanut 17 Dynamic Obstacle Navigation in Fuse Jan Müller 18 Steering against Complex Vehicles in Assassin’s Creed Syndicate Eric Martel 19 Predictive AnimationAbout the Editor About the Contributors Introduction 1 Pathfinding Architecture Optimizations Steve Rabin and Nathan R. Sturtevant 2 Choosing a Search Space Representation Nathan R. Sturtevant 3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions D. Hunter Hale and G. Michael Youngblood 4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake 5 Techniques for Formation Movement Using Steering Circles Stephen Bjore 6 Collision Avoidance for Preplanned Locomotion Bobby Anguelov 7 Crowd Pathfinding and Steering Using Flow Field Tiles Elijah Emerson 8 Efficient Crowd Simulation for Mobile Games Graham Pentheny 9 Animation-Driven Locomotion with Locomotion Planning Jarosław Ciupiński 10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids Steve Rabin and Fernando Silva 11 Subgoal Graphs for Fast Optimal Pathfinding Tansel Uras and Sven Koenig 12 Theta* for Any-Angle Pathfinding Alex Nash and Sven Koenig 13 Advanced Techniques for Robust, Efficient Crowds Graham Pentheny 14 Context Steering: Behavior-Driven Steering at the Macro Scale Andrew Fray 15 Guide to Anticipatory Collision Avoidance Stephen J. Guy and Ioannis Karamouzas 16 Hierarchical Architecture for Group Navigation Behaviors Clodéric Mars and Jérémy Chanut 17 Dynamic Obstacle Navigation in Fuse Jan Müller 18 Steering against Complex Vehicles in Assassin’s Creed Syndicate Eric Martel 19 Predictive Animation Control Using Simulations and Fitted Models Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake 20 Fast Cars, Big City: The AI of Driver San Francisco Chris Jenner and Sergio Ocio Barriales 21 A Unified Theory of Locomotion Graham Pentheny 22 RVO and ORCA: How They Really Work Ben Sunshine-Hill 23 Optimization for Smooth Paths Mark Langerak 24 3D Flight Navigation Using Sparse Voxel Octrees Daniel Brewer 25 Faster A* with Goal Bounding Steve Rabin and Nathan R. Sturtevant 26 Faster Dijkstra Search on Uniform Cost Grids Nathan R. Sturtevant and Steve Rabin … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2019
- Extent:
- 1 online resource, illustrations (black and white)
- Subjects:
- 794.81526
Computer games -- Design
Computer games -- Programming
Artificial intelligence - Languages:
- English
- ISBNs:
- 9780429619670
9780429621826
9780429617522
9780429055096 - Related ISBNs:
- 9780367151133
9780367151119 - Notes:
- Note: Description based on CIP data; resource not viewed.
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.456836
- Ingest File:
- 02_594.xml