Learning Game AI Programming with Lua

Game AI can be easily be broken into a number of components such as decision making, animation handling, and tactics, but the balance and interaction between each system strikes a balance between good AI and bad AI. The ability to iterate quickly in script on AI systems allows Lua to create robust, scalable solutions unique to the specific game.

Being one of the most important parts of a large number of low level game engines, programming game AI becomes difficult, especially when there is a need to program and interface a number of non-AI systems.

Beginning with an introduction to the AI sandbox, each new aspect of game AI is introduced, implemented, and then expanded upon. Going forward, you will learn to utilize open source libraries such as Ogre3D, Bullet Physics, OpenSteer, Recast, Detour, and Lua to create an AI Sandbox with an entire codebase available to expand and step through.

This is done through a step-by-step approach, from learning to move basic shapes to fully animating your soldiers. After gaining insights into Low-level Agent systems in Sandbox, you will learn High-level Decision-Making to enable agents to act on them. Once the agents are able to act on decisions, you will enable knowledge representation in them.

By the end of the book, you will learn to execute your AI simultaneously, use the concept of Co-routines to perform cooperative multithreading operations, and enable concurrent programming with asynchronous Service-based Parallelism.

1119462565
Learning Game AI Programming with Lua

Game AI can be easily be broken into a number of components such as decision making, animation handling, and tactics, but the balance and interaction between each system strikes a balance between good AI and bad AI. The ability to iterate quickly in script on AI systems allows Lua to create robust, scalable solutions unique to the specific game.

Being one of the most important parts of a large number of low level game engines, programming game AI becomes difficult, especially when there is a need to program and interface a number of non-AI systems.

Beginning with an introduction to the AI sandbox, each new aspect of game AI is introduced, implemented, and then expanded upon. Going forward, you will learn to utilize open source libraries such as Ogre3D, Bullet Physics, OpenSteer, Recast, Detour, and Lua to create an AI Sandbox with an entire codebase available to expand and step through.

This is done through a step-by-step approach, from learning to move basic shapes to fully animating your soldiers. After gaining insights into Low-level Agent systems in Sandbox, you will learn High-level Decision-Making to enable agents to act on them. Once the agents are able to act on decisions, you will enable knowledge representation in them.

By the end of the book, you will learn to execute your AI simultaneously, use the concept of Co-routines to perform cooperative multithreading operations, and enable concurrent programming with asynchronous Service-based Parallelism.

48.99 In Stock
Learning Game AI Programming with Lua

Learning Game AI Programming with Lua

by David Young
Learning Game AI Programming with Lua

Learning Game AI Programming with Lua

by David Young

Paperback

$48.99 
  • SHIP THIS ITEM
    In stock. Ships in 1-2 days.
  • PICK UP IN STORE

    Your local store may have stock of this item.

Related collections and offers


Overview

Game AI can be easily be broken into a number of components such as decision making, animation handling, and tactics, but the balance and interaction between each system strikes a balance between good AI and bad AI. The ability to iterate quickly in script on AI systems allows Lua to create robust, scalable solutions unique to the specific game.

Being one of the most important parts of a large number of low level game engines, programming game AI becomes difficult, especially when there is a need to program and interface a number of non-AI systems.

Beginning with an introduction to the AI sandbox, each new aspect of game AI is introduced, implemented, and then expanded upon. Going forward, you will learn to utilize open source libraries such as Ogre3D, Bullet Physics, OpenSteer, Recast, Detour, and Lua to create an AI Sandbox with an entire codebase available to expand and step through.

This is done through a step-by-step approach, from learning to move basic shapes to fully animating your soldiers. After gaining insights into Low-level Agent systems in Sandbox, you will learn High-level Decision-Making to enable agents to act on them. Once the agents are able to act on decisions, you will enable knowledge representation in them.

By the end of the book, you will learn to execute your AI simultaneously, use the concept of Co-routines to perform cooperative multithreading operations, and enable concurrent programming with asynchronous Service-based Parallelism.


Product Details

ISBN-13: 9781783281336
Publisher: Packt Publishing
Publication date: 11/28/2014
Pages: 352
Product dimensions: 7.50(w) x 9.25(h) x 0.73(d)

About the Author

David Young is a professional software engineer in the games industry. He started his career at the NASA Deep Space Network and later moved to the NASA Jet Propulsion Laboratory for the Curiosity Rover mission. After leaving NASA, he worked on the platform that powered Riot Game's League of Legends. David is simultaneously pursuing a PhD at the University of Southern California, focusing on graphics research in the field of real-time hair rendering and simulation.

From the B&N Reads Blog

Customer Reviews