Game Programming Gems1
- "3.1 A Finite-State Machine Class"
AI Game Wisdom 3
- The Ultimate Guide to FSMs in Games
- Stack-Based Finite-State Machines
- Implementing a Data-Driven Finite-State Machine
- Finite-State Machine Scripting Language for Designers
AIGameDev
Others
Notes of Camera Programming
Game Programming Gems
- Gems 1
- 4.2 The Vector Camera
- 4.3 Camera Control Techniques
- Gems 2
- 4.11 Classic Super Mario 64 Third-Person Control and Animation
- Gems 4
- 4.1 Third-Person Camera Navigation
- Gesm 5
- 4.8 Realistic Camera Movement in a 3D Car Simulator
Book
- Real-Time Cameras
Notes of Behaviour trees
GDC
- "Behavior Trees:Three Ways of Cultivating Game AI"
- From the Ground Up: AI Architecture and Design Patterns
Gamastra
Game AI Pro
- Game AI Pro 1
- 4. Behavior Selection Algorithms: An Overview, Michael Dawe, Steve Gargolinski, Luke Dicken, Troy Humphreys, Dave Mark
- 6. The Behavior Tree Starter Kit, Alex Champandard, Philip Dunstan
- 7. Real-World Behavior Trees in Script, Michael Dawe download demo code
- 8. Simulating Behavior Trees: A Behavior Tree / Planner Hybrid Approach, Daniel Hilburn demo code
- 10. Building Utility Decisions into Your Existing Behavior Tree, Bill Merrill
- Game AI Pro 2
- Building a Risk-Free Environment to Enhance Prototyping: Hinted-Execution Behavior Trees (Sergio Ocio Barriales)