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" AI for Computer Games and Animation " by John David Funge.

Started by February 13, 2003 01:09 PM
10 comments, last by AlbertoT 22 years ago
"Well, I just learned about templates recently, so the concept is still a bit dim, but I think the the vector-class used extensively in the book is actually a template-class (although the definition might reside in the STL - dont know for sure, though, but I shouldve probably looked it up before continuing with the book). "

Yes, I did use the STL(Standard Template Library), but the implementation details are hidden (effectively - you don''t need to know how to use templates to use the basic features of the STL)

"Ah, ok, so it probably wont be out until next year or so?"

Ideally, I''d like it to be in print by the end of this year.




ai-junkie.com
Even though the STL may be considered a C++ advanced topic it has been, in my opinion, a correct choice to use it.
You make an extensive use of arrays when coding GA\ANN , so you can get a great benefit with a little extra effort.
On the contrary, I agree with Fup that most of the AI books now available on the market are on a level of sophistication that it is not reasonable for an audience of hobbyist \ shareware game programmers.
Definitly tha game programmer comunity need an AI book in "Plain English "

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