ABSTRACT

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.

Key Features

  • 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

chapter 10|14 pages

JPS+

An Extreme A* Speed Optimization for Static Uniform Cost Grids

chapter 12|12 pages

Theta* for Any-Angle Pathfinding

chapter 14|12 pages

Context Steering

Behavior-Driven Steering at the Macro Scale

chapter 17|10 pages

Dynamic Obstacle Navigation in Fuse

chapter 20|16 pages

Fast Cars, Big City

The AI of Driver San Francisco

chapter 21|6 pages

A Unified Theory of Locomotion

chapter 22|12 pages

RVO and ORCA

How They Really Work

chapter 23|16 pages

Optimization for Smooth Paths