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Programming Believable Characters For Computer Gam [Paperback]

Penny Baillie-de Byl


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Book Description

May 20 2004 Charles River Media Game Development
Programming Believable Characters for Computer Games brings the current research and tools for creating believable characters into the hands of programmers and students in a practical, tutorial-based approach. It provides both the experienced and inexperienced game programmer with an in-depth look at the AI tasks for developing artificial gaming companions and opponents with human-like complex behaviors. It also provides practical tools to assist the programmer in integrating these concepts into their games with the objective of enhancing suspension of disbelief in virtual gaming environments. In addition, information on AI and intelligent agent architectures, their design, and programming, is included along with practical C/C++ techniques.

KEY FEATURES * Provides practical instructions, software, and source code for the development of a fully functioning non-player character in a 3D environment

* Covers all major areas of non-player character development including meshes and skins, inverse kinematics, human interaction and traditional and experimental AI procedures

* Introduces new behavioral aspects of non-player characters, including the psychological aspects of games theory, emotional computing, and agent architectures

* Includes a CD-ROM (WIN) with a fully functioning 3D Games Engine (Apocalyx), source code, models, skins and code for creating character models and programming complex AI routines


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Product Description

About the Author

Dr. Penny Baillie-de Byl (Australia) is a university lecturer, computer programmer, systems simulator, and Web site application engineer who has been researching in the area of artificial intelligence since 1995. She has published a number of international conference papers, journal papers, and a book chapter in this area. She also presents talks internationally about her work, and currently teaches courses on computer programming, multimedia systems and computer graphics at the University of Southern Queensland in Australia.

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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.0 out of 5 stars  3 reviews
18 of 25 people found the following review helpful
5.0 out of 5 stars whats the Graphics API got to do with anything Jan. 8 2006
By B. Beuken - Published on Amazon.com
Format:Paperback
What a senseless review, the graphics API used is totally irrelevant in a book about AI and character development.

OpenGL examples simply allow the various examples in the book to be compiled and run on machines other than the PC.

The previous reviewer really needs to get a grip and realise developers DO develop on other systems...including OpenGL but its the information presented on character development that's of interest here.

I've not read this book yet, but have ordered it on the strength of the content discussed. Unfortunatly I can't enter a null rating so have given it 5 stars to negate the previous negative review.
1 of 1 people found the following review helpful
3.0 out of 5 stars Interesting. May 30 2008
By Robert Beveridge - Published on Amazon.com
Format:Paperback|Verified Purchase
Penny Baillie-de Byl, Programming Believable Characters for Computer Games (Charles River Media, 2004)

I'll start by telling you that this is not a book for beginners, though oddly, it seems to try and be one at times. But then, when you're digging into some of the technologies Penny Baillie-de Byl talks about in Programming Believable Characters for Computer Games, the idea that it could be a beginner book flies out the window. (To Baillie-de Byl's credit, however, she's the first person I've found in over a decade capable of explaining artificial neural networks on anything approaching a layman's level.)

I don't think this should need a synopsis, but just in case: it's about programming NPCs. I bet you figured that out from the title. Baillie-de Byl goes through a number of possible ways to program NPCs, covering everything from the most simplistic (finite state machines and the like) to the most complex (behavioral neural networks, etc.). Needless to say, in such a relatively slim volume, nothing gets covered in a great deal of depth; this is more of a sourcebook than it is an in-depth study. But Baillie-de Byl does offer some coding examples, and a CD-ROM full of more of them, so you can work after class on your own if you feel so inclined.

I will say that one pipe dream I was hoping I'd find here did not materialize-- that mythical, long-searched-for improvement on the A* algorithm. Unfortunately, you'll have to find your cold fusion elsewhere folks. But otherwise, it's worth looking into if you plan on doing any RPG, RTS, or sim programming. ***
4.0 out of 5 stars Applying AI techniches at game development June 23 2009
By Marcos R. G. Almeida - Published on Amazon.com
Format:Paperback
This book do the link between the AI at academy and the AI in game development.

A very interesting book if you want to study the various existent AI techniches and apply them at game development.
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