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Programming+Game+AI+by+Example-游戏人工智能编程案例精粹下载
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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
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...
附录A 进阶
游戏
编程
书籍总结与推荐
章节导读 很多
游戏
编程
书籍都有一个通病, 一本书写完,读者看完之后,不知道下一步该如何前进。这里的附录就是让大家看完这本书后,知道自己接下来可以学习什么,如何进一步提升自己。为学习思路不清晰不科学的读者们指明一条康庄大道。 所谓师傅领进门,修行在个人。读完这本书,以后的
游戏
开发之梦, 就要靠接下来给大家推荐的这些书籍和源代码为精神寄托了。 想想看,如果从翻开这本书的第一页的那一刻开始算起,我
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