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Programming+Game+AI+by+Example-游戏人工智能编程案例精粹下载
weixin_39821260
2019-09-18 07:30:50
Programming+Game+AI+by+Example-游戏人工智能编程案例精粹
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Programming+Game+AI+by+Example-游戏人工智能编程案例精粹下载
Programming+Game+AI+by+Example-游戏人工智能编程案例精粹 相关下载链接://download.csdn.net/download/u011043491/9243779?utm_source=bbsseo
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programming
-
game
-
ai
-by-
example
-in-unity:在 Unity 中练习《
游戏
人工智能
编程
案例
精粹
(修订版)》中的
案例
《
Programming
Game
AI
By
Example
》in Unity 在 Unity 中练习《
游戏
人工智能
编程
案例
精粹
(修订版)》中的
案例
,做到哪更新到哪。 Unity 版本:2017.3.1f1 相关博文:
《
游戏
编程
精粹
》光盘源代码
《
游戏
编程
精粹
》光盘源代码Author: Steve Rabin E-m
ai
l: stevera@noa.nintendo.com Last revised: 5-20-00 This MS Visual C++ project is the
AI
engine described in the book
Game
Programming
Gems within the article "Designing a General Robust
AI
Engine". Please refer to the book for a full explanation of the implementation. Comments within the code also provide additional information. The state machine language uses a few custom keywords that should be highlighted by Visual C++ in order to make the state machine more readable. You can get Visual C++ to highlight these words by placing the file "usertype.dat" (included in this directory) into the same directory as Msdev.exe (C:Program FilesMicrosoft Visual StudioCommonMSDev98Bin). The file "usertype.dat" is simply a text file listing the state machine keywords. Here is a brief overview of the state machine structure. Each
game
object can point to a state machine. When that
game
object receives a message, it gets routed to it s state machine. The state machine can execute any code on behalf of the
game
object and can send additional messages, delayed messages (timers), can change state, or can destroy itself. Actually, each state machine can execute any code within your
game
. It is completely general. The state machine language was designed to provide a simple, consistent, robust, and general implementation of a state machine to every
game
object. The language itself consists solely of macros that have been carefully crafted to fit together like puzzle pieces. You can see an
example
in the file "fsm_drone.cpp". The macro language can be found in the file "fsmmacros.h". The
AI
engine provided was ported from C++ to C in order to show that it doesn t rely on any object-oriented techniques and that its generally applicable (also for legal reasons). I would highly advise porting it back to C++ so that it can take advantage of object-oriented techniques (even though it doesn t require them). Good Luck!
《
游戏
人工智能
编程
案例
精粹
》笔记 (一)
游戏
人工智能
编程
案例
精粹
(
Programming
game
AI
by
example
)第一章笔记
游戏
人工智能
编程
案例
精粹
(修订版) (Mat Buckland 著)
https://www.jblearning.com/catalog/productdet
ai
ls/9781556220784 第1章 数学和物理学初探(已看) 第2章 状态驱动智能体设计(已看) 第3章 如何创建自治的可移动
游戏
智能体 第4章 体育模拟(简单足球) 第5章 图的秘密生命 第6章 用脚本,还是不用?这是一个问题 第7章 概览<<掠夺者>>游...
Unity 中用有限状态机来实现一个
AI
最近在阅读《
游戏
人工智能
编程
案例
精粹
(修订版)》,本文是书中第二章的一篇笔记。 有限状态机(英语:Finite-state machine, 缩写:FSM),是一个被数学家用来解决问题的严格形式化的设备,在
游戏
业中也常见有限状态机的身影。 对于
游戏
程序员来说,可以用下面这个定义来了解: 一个有限状态机是一个设备(device),或是一个设...
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