Beginning Game Audio Programming AI Game Development
ISBN: 1592000290
Category: Uncategorized
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Posted on 2010-05-10. By anonymous.
Description
Beginning Game Audio Programming
AI Game Development
Publisher: Muska & Lipman, New Riders Games| ISBN: 1592000290+1592730043| edition 2003 | CHM | 352+744 pages | 10,2 mb
AI Game Development
Publisher: Muska & Lipman, New Riders Games| ISBN: 1592000290+1592730043| edition 2003 | CHM | 352+744 pages | 10,2 mb
Beginning Game Audio Programming
No matter how exciting the game and how realistic the visual effects, without catchy audio in the background it’s obvious that something is missing. New developments in technology enable you to do things with audio that weren’t possible before, but they also make it necessary to find a guide that walks you through the technical hurdles. "Beginning Game Audio Programming" covers the challenges that you will face as you create sound effects and music for your games and gives you the information you need to face these challenges head-on. You’ll learn how to compose dynamic music and program 3D sound. There’s even coverage of using DirectPlay Voice for real- time voice chat in your games! If you are comfortable with C++ and DirectX, then you’re ready to dive into the exciting world of audio with "Beginning Game Audio Programming".
AI Game Development
Neural networks, decision trees, genetic classifiers: If these are AI concepts you'd like to employ in your own games-and you know your way around C++-this is the book for you! In these pages, leading game AI developer Alex J. Champandard shows you how to create a slew of autonomous synthetic creatures-in the process exploring the techniques and theories central to AI game development. Complex concepts are made easily graspable, even fun, as you apply them to the step-by-step development of your own complete bot. The focus here is on designing individual creatures, each with unique abilities and skills. Each chapter tackles a specific problem, using demos and examples to drive the points home. Best of all, Alex draws on his own real-life experiences to provide tips and tricks to speed the process and resolve thorny issues. On the companion Web site, you'll find code examples and the samples of some of the games covered in the book.
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