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AI Game Engine Programming (Game Development Series) (Charles River Media Game Development) Paperback – September, 2004
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Top Customer Reviews
The book uses a very clean, not-too formal, not-too conversational writing style, which is easy to get into and yet remains professional sounding. The included code is clean, usable, and is very representative of real working game code. There's also tons of code snippets from actual released games to show the reader how the concepts have been done out in the wild.
The book also goes into the actual process of creating an AI system for a game project. Only by knowing the type of game you're going to make, the platform, the audience, and a slurry of other factors can you intelligently design a system that will provide your project with everything it needs to succeed.
All in all, a great piece of work from an industry vet.
Also, another review states that "the book fails because it's OpenGL based," which is hilarious in its ignorance and outright falsehood. The reviewer states that "all major gaming houses use DirectX" which is strange, cosidering that the vast majority of all video games are actually not PC based (which is the platform that mostly uses DirectX; Sony and Nintendo obviously are not using Microsoft's libraries, even the XBox uses a very specialized version of DirectX). Plus the fact that the author actually WORKS at Sony, and you can see that the reviewer doesn't really have any clue. The book is about Game AI, and the small bit of OpenGL code in the book is just allowing a quick, cross platform "renderer" for the AI demos. This is not a book on game graphics, and never says that it is.
Some of the figures were a little janky, but they did get the idea across. Definately doesn't detract from the book, it just seemed like some of the figures were much better then others.
I've been using the little test app included with the book (it's a small openGL version of asteroids) to play with some ideas of my own. Everything's worked very nice so far.
All in all, very good book. Lots of usable code and plenty of real game AI information.
I loved the in depth game section. It was really interesting to find out exactly which techniques are used the the various games. He even includes many examples from real life games. It made thinking about creating these systems for myself seem much more doable.
As far as code goes, there's a ton of it. Both working game code for each type of AI system he's trying to explain, as well as code from real games or internet demos. I found his code clean and professionally written. I have already used code from three different chapters as a launching point for my own projects.
I saw a reference in another review for Programming AI by Example. I also own that book and I must say I liked this one better. Matt's book is good, don't get me wrong. But there's a whole chapter on math basics (which I didn't need), another chapter on steering behaviors (all of the information and code for which I can get directly from Craig Reynold's OpenSteer project online) and then specific chapters detailing Matt's own AI engine, which is called Raven (nothing really mind blowing, and I'd rather code my own to get the concepts solid).
Brian's book, on the other hand, was more of a toolbox of code that I can assemble into whatever shapes I need. Not too much code, and definately not too little. One of the reviewers noted that there's "not enough code to illustrate the concepts"? Sounds to me like somebody just wants the entire thing done for him.Read more ›
Most Recent Customer Reviews
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... Read morePublished on December 5, 2010 by TechMizer
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. Read morePublished on December 2, 2010 by Nick Jagger
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... Read morePublished on June 9, 2009 by Kristjan
For those of us seeking in depth coverage of implementation details concerning AI Game Engine programming, this is not the book. Read morePublished on February 22, 2009 by Brian Livingston
First, I would like to address the comment a reviewer made about the book being no good because it utilizes OpenGL. Read morePublished on August 22, 2005 by Reviewer
The book is trying to do too much but end up delivering little. There is also not enough code to illustrate the concepts. Read morePublished on August 20, 2005 by Little Monk
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. Read morePublished on April 27, 2005 by K. Lau