A game development programming and game design textbook by Mat Buckland with foreward by Steven Woodcock. Mat thanks Steve Woodcock (gameai.com) + Eric Martel (Ubisoft) for technical reviews of text + code, Ron Wolfe (Sidney Fire Department) as guinea pig, Craig Reynolds (Sony), Jeff Hannan (Codemasters), and William Combs (Boeing) for answering questions, the Wordware team for their expertise, Mark Drury for checking his math and physics, and his wife Sharon for proofreading.
(Programming Game AI by Example by Mat Buckland, 2005. Page 69 | PDF page 92)
I wrote my first NPC using a state machine with this book. :)
Game
Topics
Pages before Chapter 1
- Academic AI
- Agent
- Agent-Oriented Design
- Artificial Intelligence (AI)
- Basic Reactionary Behaviors
- Finite State Machine (FSM)
- Game AI
- Hierarchical Goal-Based Agents
- Fuzzy Logic (FL)
- Raven
- Strong AI
- Videogame
- Weak AI
Chapter 1: A Math and Physics Primer
- Acceleration
- Air Resistance
- Angle
- Base
- Cartesian Coordinate System, Graph
- Collision Detection
- Constant
- Cosine
- Cube Root
- Curve
- Dependent Variable
- Dot Product
- Equation
- Exponent
- Exponential Growth
- Force
- Function
- Fractional Exponent
- Gradient
- Gravity
- Hyperspace
- Hypotenuse
- Illusion of Intelligence
- Kilogram
- Line
- Line of Sight (LOS)
- Line Segment
- Local Space
- Magnitude
- Mass
- Math
- Matrix Transformations (outside of scope of book)
- Metry
- Normalizing Vectors
- Origin
- Pathfinding
- Physics
- Pi, π
- Point, Endpoint
- Power
- Pythagoras
- Pythagorean Theorem
- Radical
- Radian
- Ray
- Resolving Vectors
- Right Angle
- Right Triangle
- Second
- Sine
- Single-Variable Function
- Slope
- Square Root
- Squared-Distance Space
- Tangent
- Time
- Triangle
- Trigon
- Trigonometry
- Two-Variable Function
- Unit Circle
- Variable
- Vector
- Vector Math
- Vector2D
- Velocity
- World Space
- X-Axis
- xy plane
- Y-Axis