Gregory Igehy

Dancing at hemisphere coordinate

Notes of Finate-State Machine for game ai

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

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

GDC

  • "50 Game Camera Mistakes" GDC 2015

Notes of Behaviour trees

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)
広告を非表示にする