【2020年12月新书推荐】Beginning Game AI with Unity

本文介绍了一本2020年12月Apress出版社的最新书籍《Beginning Game AI with Unity》,适合初学者掌握游戏AI基础,通过实践项目学习Unity和C#在AI编程中的应用,包括路径寻找、决策树等。

各位好,此账号的目的在于为各位想努力提升自己的程序员分享一些全球最新的技术类图书信息,今天带来的是2020年12月由apress出版社最新出版的一本关于游戏开发与人工智能相关的书

Beginning Game AI with Unity

在这里插入图片描述
页数:143页
作者:Cossu, Sebastiano
出版社:Apress
出版时间:2020-12-05
ISBN:978-1-4842-6354-9

图书说明

游戏开发人员将使用本书来学习使用Unity和C#进行人工智能编程的基本知识。学习AI基础理论不会使您感到无聊。相反,您将通过经验和实践来学习,并在每章中完成一个引人入胜的项目。
从控制非玩家角色的行为到程序生成的关卡,人工智能是当今游戏中最受欢迎的主题之一。本书首先介绍了AI及其在游戏中的使用。涵盖了基本的移动行为和寻路,然后您将遍历更复杂的寻路和决策概念。

您将学到什么

  • 了解AI的基础
  • 创建基于游戏的AI以解决导航和决策问题
  • 实施图论和行为模型
  • 解决寻路问题
  • 使用A *算法
  • 创建一个迷你隐形游戏

本书适用于

具有Unity和C#基本知识的开发人员和编程爱好者,他们希望了解和掌握游戏中的人工智能基础

这就是今天的分享了,不知道对你有没有帮助呢,觉得还不错的话就帮我点个赞吧,如果能关注我就更好了。如果大家想获得这本图书的pdf,也欢迎大家在评论区留言和私信,我会持续更新的。祝大家都能够快速成长,早日摆脱996~加油打工人!!

Beginning 3D Game Development with Unity 992 pages Publisher: Apress; 1 edition (May 25, 2011) Language: English ISBN-10: 1430234229 ISBN-13: 978-1430234227 What you’ll learn How to build interactive games that work on a variety of platforms Take the tour around Unity user interface fundamentals, scripting and more Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more What is inventory logic and how to manage it How to handle 3D object visibility, effects and other special cases How to handle variety of menus and levels in your games development How to handle characters, scrollers, and more How to create or integrate a story/walkthrough Real time 3D games have been around for well over ten years now. We’ve played them, created assets in the style of our favorites, and maybe even “mod”ed a few of them. But until recently, the cost of licensing one of the premier game engines has ranged from several hundred thousand to several million dollars per title (!), relegating the dream of creating your own 3D game to an unattainable fantasy. Times have changed. 3D has become affordable not only in the movie industry, as seen by the number of titles featuring CG (computer graphics), but also in the game industry where we’ve seen a shift in casual games from 2D to a 3D format. With Unity’s bold move to offer a robustly featured free version of their engine, a radical change in the pricing models of the high-end engines has rocked the industry. The cost of the engine is no longer a barrier to taking your game from a nebulous idea to a working prototype and even on to a marketable product. Whether your interest is in casual games or you have more ambitious aims, if you have no previous scripting experience but are eager to bring your art assets and story to life, this may be just the book to get you underway. In today’s modern game engines, the heavy programming is handled by the engine itself, so the logic and game play can be scripted by those with more creativity than traditional programming knowledge. In this book, I will approach game creation and design decisions from a 3D artist’s view, taking the logic and scripting in small pieces, while introducing artists, budding game designers, and novice programmers to real-time game engine concepts at the same time. This book is written in a project-based format so you will not only end up with a playable game and scripting resources you can reuse for other games, but you will experience typical design decisions that need to be addressed throughout the process. You will create your game by starting with the basics and refining it as you add functionality; I will explain the logic behind certain choices and real-time game concepts as you go along. The project for this book is based on a first person point and click adventure game, complete with inventory, state management, load/save functionality, and a strong emphasis on the visual aspects of game creation. Even if you are more of a first person shooter-type game enthusiast, you will be able to see how including entertaining or interesting tasks and features can enhance your favorite genre. The aim of this project is to introduce you to a logical progression of design decisions and problem solving that will be of value well beyond the scope of the adventure game genre. It provides a framework and a methodology for creating and, more importantly, finishing your own game. You will be going beyond the basic Unity functionality and use of standard assets to investigate topics rarely covered in online tutorials or books. All of the necessary art assets to complete the project are provided.
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