or
Sign in to turn on 1-Click ordering.
or
Amazon Prime free trial required. Sign up when you check out. Learn more
More Buying Choices
Have one to sell? Sell yours here
or
Get a £15.95 Amazon.co.uk Gift Card
AI Game Engine Programming
 
 
Tell the Publisher!
I’d like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

AI Game Engine Programming [Paperback]

Brian Schwab

RRP: £43.85
Price: £37.27 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
You Save: £6.58 (15%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
In stock.
Dispatched from and sold by Amazon.co.uk. Gift-wrap available.
Only 2 left in stock--order soon (more on the way).
Want guaranteed delivery by Wednesday, May 30? Choose Express delivery at checkout. See Details

Formats

Amazon Price New from Used from
Paperback £37.27  
Trade In this Item for up to £15.95
Get an extra £5 when you trade in books worth £10 or more until June 30, 2012. Trade in AI Game Engine Programming for an Amazon.co.uk gift card of up to £15.95, which you can then spend on millions of items across the site. Trade-in values may vary (terms apply). Find more products eligible for trade-in.

Frequently Bought Together

AI Game Engine Programming + Artificial Intelligence for Games + Game Engine Architecture
Price For All Three: £117.33

Show availability and delivery details

Buy the selected items together

Customers Who Bought This Item Also Bought


Product details


More About the Author

Brian Schwab
Discover books, learn about writers, and more.

Visit Amazon's Brian Schwab Page

Product Description

Product Description

This fully revised update to the first edition provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. You'll also find a clean, usable interface for a variety of game AI techniques and hands-on exercised to teach the skills and techniques presented.

About the Author

Brian Schwab (San Diego, CA) has been a game programmer for over ten years, and has held key positions as Gameplay and AI Programmer for both Angel Studios and DreamWorks Interactive. He currently acts as Senior AI Programmer for Sony Computer Entertainment. --This text refers to an alternate Paperback edition.

Suggested Tags from Similar Products

 (What's this?)
Be the first one to add a relevant tag (keyword that's strongly related to this product)
 
(3)

Your tags: Add your first tag
 

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

What Other Items Do Customers Buy After Viewing This Item?


Customer Reviews

There are no customer reviews yet on Amazon.co.uk.
5 star
4 star
3 star
2 star
1 star
Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  13 reviews
48 of 55 people found the following review helpful
Best game book I've read yet 16 April 2005
By Paul - Published on Amazon.com
Format:Paperback
I have worked in the game industry for over 10 years, and have also taught classes in game design and programming. This is the first book that I would recommend as intro/intermediate textbook for game AI. It covers all the popular game types (shooters, fighters, sports, and more) and covers all the popular AI methods (state machines, scripting, messaging, many others).

The book uses a very clean, not-too formal, not-too conversational writing style, which is easy to get into and yet remains professional sounding. The included code is clean, usable, and is very representative of real working game code. There's also tons of code snippets from actual released games to show the reader how the concepts have been done out in the wild.

The book also goes into the actual process of creating an AI system for a game project. Only by knowing the type of game you're going to make, the platform, the audience, and a slurry of other factors can you intelligently design a system that will provide your project with everything it needs to succeed.

All in all, a great piece of work from an industry vet.

Also, another review states that "the book fails because it's OpenGL based," which is hilarious in its ignorance and outright falsehood. The reviewer states that "all major gaming houses use DirectX" which is strange, cosidering that the vast majority of all video games are actually not PC based (which is the platform that mostly uses DirectX; Sony and Nintendo obviously are not using Microsoft's libraries, even the XBox uses a very specialized version of DirectX). Plus the fact that the author actually WORKS at Sony, and you can see that the reviewer doesn't really have any clue. The book is about Game AI, and the small bit of OpenGL code in the book is just allowing a quick, cross platform "renderer" for the AI demos. This is not a book on game graphics, and never says that it is.
12 of 12 people found the following review helpful
Very comprehensive. 31 Jan 2005
By jasper - Published on Amazon.com
Format:Paperback
I really dug this book. It was interesting from many different angles. The breakdown of the various game types into what kinds of AI was most useful was cool, I'd never seen that in an AI book before. In addition to all the working code, the book also had quite a few "samples" of code from real games, so that you could see some of the techniques in use. I really liked the section at the end of each coding chapter where the book talks about "Extensions" meaning ways to take each AI method a step or two further. I also liked the chapter on how to break down a game into a bunch of AI pieces, separating the AI into workable chunks.

Some of the figures were a little janky, but they did get the idea across. Definately doesn't detract from the book, it just seemed like some of the figures were much better then others.

I've been using the little test app included with the book (it's a small openGL version of asteroids) to play with some ideas of my own. Everything's worked very nice so far.

All in all, very good book. Lots of usable code and plenty of real game AI information.
21 of 24 people found the following review helpful
All around great book on the subject 7 Sep 2005
By Anthony - Published on Amazon.com
Format:Paperback
This book was quite revealing to me. It is basically split into two halves: the first part talks about specific game types and how developers have traditionally used AI systems for each, and the second part which covers the actual code implementations for these systems.

I loved the in depth game section. It was really interesting to find out exactly which techniques are used the the various games. He even includes many examples from real life games. It made thinking about creating these systems for myself seem much more doable.

As far as code goes, there's a ton of it. Both working game code for each type of AI system he's trying to explain, as well as code from real games or internet demos. I found his code clean and professionally written. I have already used code from three different chapters as a launching point for my own projects.

I saw a reference in another review for Programming AI by Example. I also own that book and I must say I liked this one better. Matt's book is good, don't get me wrong. But there's a whole chapter on math basics (which I didn't need), another chapter on steering behaviors (all of the information and code for which I can get directly from Craig Reynold's OpenSteer project online) and then specific chapters detailing Matt's own AI engine, which is called Raven (nothing really mind blowing, and I'd rather code my own to get the concepts solid).

Brian's book, on the other hand, was more of a toolbox of code that I can assemble into whatever shapes I need. Not too much code, and definately not too little. One of the reviewers noted that there's "not enough code to illustrate the concepts"? Sounds to me like somebody just wants the entire thing done for him. I looked at the other books that guy has reviewed, and he absolutely loved Andre LaMothe's "Tricks of the Windows Game Programming Gurus". Ha. That book is for total beginners, and was just a collection and republishing of some of his earlier, outdated books. He even says "I want to write like him".

I'm really looking forward to anything else Brian might write in the future. I have found so many useful nuggets of information from this book. Great job.

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   


Listmania!


Look for similar items by category


Look for similar items by subject


Feedback


Amazon.co.uk Privacy Statement Amazon.co.uk Delivery Information Amazon.co.uk Returns & Exchanges