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Book Cover
E-book
Author Rabin, Steve

Title Game AI Pro 360
Published Milton : CRC Press LLC, 2019

Copies

Description 1 online resource (315 pages)
Contents Cover; Half Title; Title Page; Copyright Page; Contents; About the Editor; About the Contributors; Introduction; 1 Pathfinding Architecture Optimizations; 1.1 Introduction; 1.2 Orders of Magnitude Difference in Performance; 1.3 Optimization #1: Build High-Quality Heuristics; 1.4 Optimization #2: Using an Optimal Search Space Representation; 1.5 Optimization #3: Preallocate All Necessary Memory; 1.6 Optimization #4: Overestimating the Heuristic; 1.7 Optimization #5: Better Heuristics; 1.8 Optimization #6: Open List Sorting; 1.9 Optimization #7: Don't Backtrack during the Search
1.10 Optimization #8: Caching Successors1.11 Bad Ideas for Pathfinding; 1.12 Conclusion; 2 Choosing a Search Space Representation; 2.1 Introduction; 2.2 Tasks; 2.3 Grids; 2.4 Waypoint Graphs; 2.5 Navigation Meshes; 2.6 Conclusion; 3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions; 3.1 Introduction; 3.2 Wavefront Spatial Decomposition; 3.3 Postdecomposition; 3.4 Wavefront Runtime; 3.5 Comparisons to Existing Techniques; 3.6 Conclusion; 4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers; 4.1 Introduction; 4.2 System Overview; 4.3 Tool Chain
4.4 Mesh Generation4.5 Table Generation Overview; 4.6 Table Generation Algorithm; 4.7 Table Inconsistencies; 4.8 Table Use on Server; 4.9 Results; 4.10 Conclusion; 5 Techniques for Formation Movement Using Steering Circles; 5.1 Introduction; 5.2 Generate the Path; 5.3 Navigate the Formation; 5.4 The Demo; 5.5 Conclusion; 6 Collision Avoidance for Preplanned Locomotion; 6.1 Introduction; 6.2 Collision Avoidance for Preplanned Locomotion; 6.3 Collision Detection and Trivial Collision Resolution; 6.4 Nontrivial Collision Resolution through Path Modification; 6.5 Performance and Visual Quality
6.6 Conclusion7 Crowd Pathfinding and Steering Using Flow Field Tiles; 7.1 Introduction; 7.2 Motivation; 7.3 World Layout; 7.4 The Three Field Types; 7.5 Path Requests; 7.6 The Integrator; 7.7 The Flow Field Cache; 7.8 Supporting Dynamic Environments and Queries; 7.9 Cost Stamp Support; 7.10 Source Cost Data; 7.11 Different Movement Types; 7.12 Steering with Flow Fields; 7.13 Walls and Physics; 7.14 Island Fields; 7.15 Minimizing CPU Footprint; 7.16 Future Work; 7.17 Conclusion; 8 Efficient Crowd Simulation for Mobile Games; 8.1 Introduction; 8.2 Grid; 8.3 Flow Field
8.4 Generating the Flow Field8.5 Units; 8.6 Adjusting Unit Movement Values; 8.7 Mobile Limitations and Performance Considerations; 8.8 Benefits; 8.9 Conclusion and Future Work; 9 Animation-Driven Locomotion with Locomotion Planning; 9.1 Introduction; 9.2 Animation and Movement Architectures; 9.3 Preparation; 9.4 Locomotion Planning; 9.5 Other Information about Locomotion Planning; 9.6 Commercial Implementation; 9.7 Conclusion; 10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids; 10.1 Introduction; 10.2 Pruning Strategy; 10.3 Forced Neighbors; 10.4 Jump Points
Notes 10.5 Wall Distances
Print version record
Form Electronic book
ISBN 9780429621826
0429621825