Artificial Intelligence and Games
by Georgios N. Yannakakis, Julian Togelius
Publisher: Springer 2018
Number of pages: 359
This book aims to be the first comprehensive textbook on the application and use of artificial intelligence (AI) in, and for, games. Our hope is that the book will be used by educators and students of graduate or advanced undergraduate courses on game AI as well as game AI practitioners at large.
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by Hubert Nguyen - Addison-Wesley Professional
This volume provides a snapshot of the latest GPU (Graphics Processing Unit) programming techniques. Readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects.
by Garry Morse
This tutorial starts with basic issues in the Java language with regard to applets, particularly for beginners or knowledgeable programmers who wish to make online Java presentations or games. The tutorial applets are available for downloading.
by Peter Jay Salzman, Frederic Delanoy
This is a stepping stone to to give people the knowledge to begin thinking about what is going on with their games. You need to know a little more about what's going on behind the scenes with your system to be able to keep your games healthy.
by Michael Abrash - Coriolis Group Books
A book for game developers and serious assembly language programmers. It explores the technology behind the popular Doom and Quake 3-D games, and explains optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, etc.