AI Game Engine Programming (Game Development Series) Reviews



Amazon.com Customer Reviews

Based on OpenGL.... - Review written on April 13, 2005
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Rating: 1 out of 5
5 customers found this review helpful, 124 did not.

I'm going to differ with the more positive reviewers for one reason only. Yes, the book provides excellant information, but the most valuable part of titles like this is the included example software. Which should enable you to develop some skills based on what the book teaches you.

In this case, the title is based on OpenGL. If you want to work for Blizzard, or Sony, or NCsoft, or any of the major gaming houses (with 1 or 2 notable exceptions, but they are SMALL houses) you have to be very skilled with DirectX.

Hence, the book fails in the practical area.
Just What I Was Looking For - Review written on February 20, 2005
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Rating: 4 out of 5
5 customers found this review helpful.

Up to now, I have discovered books that contained AI code samples but out of context for what I needed. The code was specific and merely a part of collections of examples. I finally found this book. It explains all the game genres in terms of AI capability and requirements albeit rather technical in some places that I appreciated as reference. I have not completed the book yet but the contents are allowing me to create my own AI Engine that includes all the types in the book. Just to gain experience and knowledge and add to my portfolio. I strongly recommend this book for both it's content and the CD contents. --Joe
Very comprehensive. - Review written on January 31, 2005
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Rating: 5 out of 5

I really dug this book. It was interesting from many different angles. The breakdown of the various game types into what kinds of AI was most useful was cool, I'd never seen that in an AI book before. In addition to all the working code, the book also had quite a few "samples" of code from real games, so that you could see some of the techniques in use. I really liked the section at the end of each coding chapter where the book talks about "Extensions" meaning ways to take each AI method a step or two further. I also liked the chapter on how to break down a game into a bunch of AI pieces, separating the AI into workable chunks.
Some of the figures were a little janky, but they did get the idea across. Definately doesn't detract from the book, it just seemed like some of the figures were much better then others.
I've been using the little test app included with the book (it's a small openGL version of asteroids) to play with some ideas of my own. Everything's worked very nice so far.
All in all, very good book. Lots of usable code and plenty of real game AI information.