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AI Game Engine Programming (Charles River Media Game Development) Paperback – 23 Sep 2004

3.0 out of 5 stars 1 customer review

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Product details

  • Paperback: 600 pages
  • Publisher: Charles River Media; Pap/Cdr edition (23 Sept. 2004)
  • Language: English
  • ISBN-10: 1584503440
  • ISBN-13: 978-1584503446
  • Product Dimensions: 23.4 x 18.8 x 3.3 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 2,476,212 in Books (See Top 100 in Books)
  • See Complete Table of Contents

Product Description

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.

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Format: Paperback Verified Purchase
Was slightly disappointed with this book, as I though it would demonstrate different techniques of AI and how you would incorporate into an AI engine but only gives a page or so AI techniques and they are techniques you can learn easily on the internet so a little disappointed there was nothing new to learn.
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Most Helpful Customer Reviews on (beta) 3.6 out of 5 stars 13 reviews
2 of 3 people found the following review helpful
5.0 out of 5 stars Good book for beginning AI programming 10 Jun. 2009
By Kristjan - Published on
Format: Paperback Verified Purchase
This is a good book if you are a relatively experienced programmer who is beginning game programming (like me) or if you are already somewhat experienced in basic game development and simply want to improve your AI knowledge. The book covers loads of different AI patterns for all sorts of different situations. Some of these I was familiar with such as Finite State Machines but there were plenty of others that I hadn't taken a look at before but which am now using a lot (thanks to this book) such as Fuzzy State Machines. I didn't really have any trouble with the graphics code being written in OpenGL which is my library of choice since I do a lot of work on non-Microsoft systems. If you are also in the process of learning OpenGL, for example because you want to write games software for mobile platforms such as the iPhone/iPod or Android, this is actually a nice bonus. Mind you the Apple products at least use OpenGL ES which differs slightly from OpenGL but this doesn't detract from the value of the sample OpenGL code provided here. I like the way the author demonstrates his teachings with quite comprehensive example projects unlike some other programming books I have read where the authors provided a lot less code. In the end there are few things that you learn from as well as reading raw sources. Quite a lot of the source code is written in C++ but then again I didn't buy the book for C++ lessons, I bought it for the design patterns it covers and these are easily implemented in other languages. The one criticism I have of this book is that after only a few months of use the binding is already splitting.
2 of 3 people found the following review helpful
1.0 out of 5 stars Soo little to offer 6 Dec. 2010
By TechMizer - Published on
Format: Paperback Verified Purchase
This book is awful, i have read this as well as the earlier book by the same name from this author. This book is 75 percent completely useless filler, not to mention the code examples are overflowing with unimaginable bugs (functions definitions with no return types, basic logic and syntax errors and much worse), obviously they did not bother even trying to compile any of them and you will spend a significant amount of time fixing all these issues. This is not worth a purchase at any price greater than 3 dollars, you are better of searching google for information from various websites if you need a book any alternative is better.
0 of 2 people found the following review helpful
4.0 out of 5 stars So and so.... 2 Dec. 2010
By Nick Jagger - Published on
Format: Paperback Verified Purchase
well as i skimmed through the book it was all good. i wish there was more examples. i haven't checked out the cd yet but other than that i still love the book. just one thing though. when i got mines it sort of had a big torn on the book so it looked like two different books flapping together. other than that the book was still in mint condition.
29 of 37 people found the following review helpful
3.0 out of 5 stars No real meat and potatoes, but many appetizers. 22 Aug. 2005
By Reviewer - Published on
Format: Paperback Verified Purchase
First, I would like to address the comment a reviewer made about the book being no good because it utilizes OpenGL.

This is a book on AI, the AI concepts and code can be implemented using any rendering API (or none at all) to visualize their activity. OpenGL and DirectX have as much to do with AI as car engine maintenance has to do with cooking a good lobster neuberg. The fact that the reviewer cannot make this distinction is sadly telling. Some people want all the work done for them. If you are that type, don't bother with programming.

Second, the reviewer who said that this book is too scattered is right. It tries to do too many things and ends up doing none of them extremely well. It does, however, have a few good code samples and can be used as an introductory book on the subject.
5 of 25 people found the following review helpful
5.0 out of 5 stars Great Book in Game AI 28 April 2005
By K. Lau - Published on
Format: Paperback Verified Purchase
This is a good book that talks about game AI. The author describe most of the game AI topics in this book. If you interest in game AI. I highly suggest you to have this book on your bookself.
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