This is the second edition of a book written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. Authors Jouni Smed and Harri Hakonen also focus on how to find a path in, create the terrain of, and make decisions in the game world.
<ASIN:1119259762>
The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees.
The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data.
Authors: Jouni Smed and Harri Hakonen Publisher: Wiley Date: June 2017 Pages: 416 ISBN: 978-978-1119259763 Print: 1119259762 Kindle: B072Y5YDJX Audience: developers interested in the computer science behind games Level: Intermediate Category: Graphics & Games
- Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice
- Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation
- Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics
- Now includes 73 ready-to-use algorithms and 247 illustrative exercises
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