Steve Rabin’s Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques.
- Provides real-life case studies of game AI in published commercial games
- Material by top developers and researchers in Game AI
- Downloadable demos and/or source code available online
Ch 1 Pathfinding Architecture Optimizations; Ch 2 Choosing a Search Space Representation; Ch 3 Creating High Order Navigation Meshes through Iterative Wavefront Edge Explorations; Ch 4 Precomputed Pathfinding; Ch 5 Techniques for Formation Movement; Ch 6 Collision Avoidance; Ch 7 Crowd Pathfinding; Ch 8 Efficient Croiwd Simulation; Ch 9 Animation-Driven Locomotion; Ch 10 Subgoal Graphs for Optimal Pthfinding; Ch 11 Theta* for Any-Angle Pathfinding; Ch 12 Advanced Techniques for Robust Crowds; Ch 13 Context Steering; Ch 14 Hierarchical Architecture for Group Navigation Behaviors; Ch 15 Steering Against Complet Vehicles; Ch 16 Predictive Animation Control; Ch 17 A Unified Theory of Locomotion; Ch 18 RVO and ORCA; Ch 19 Optimization for Smooth Paths; Ch 20 3D Flight Navigation; Ch 21 Faster Dijkstra Search on Uniform Cost Grids.