Open pkeir opened 3 years ago
Thanks for the message..
That text is from the second edition, I think. One of the huge modifications to the third edition (huge as in many weeks of work) was to make the coding inside more explicit (there are more than 300 listings in the book). Because having separate C++ source code wasn't helpful, when C++ has stylistically changed a lot and the industry has moved to a much larger range of languages. This should not be part of the blurb now.
I just searched and I can't see it inside the book.
Can you tell me where you saw this blurb? I will let the publisher know. It's possible that there was some blurb somewhere they didn't update.
Ian.
On Wed, 17 Feb 2021 at 18:19, pkeir notifications@github.com wrote:
The blurb for the 2019 3rd edition of the book reads:
"AI is an integral part of every video game. This volume helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. The companion website includes downloadable and executable source code that will be regularly updated by the author."
Where is the companion website and source code?
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Thanks for the quick response.
My Game AI students and I access the 3rd edition as an eBook through the university library, and then https://www.vlebooks.com. The purchase was at my request.
It is disappointing that the source code is not available. The pseudocode in the book is useful, but it does understandably contain some errors; and questions do remain regarding their potential program environments. Less significantly: unlike the main text, each pseudocode listing is an image, and so do not contribute to text search results; can appear blurred when reproduced on a slide; and I cannot easily correct an error I spot. So too I/we are left to type out each pseudocode fragment before translating it to our chosen languages.
Could you make the pseudocode available on Github? This would allow corrections, and possibly additions, by yourself and others, to appear in a form students and developers are accustomed to. I'm happy to help set this up, and can take an admin role if it is useful. In recent years I have been very impressed with the integration of comments in the Real World Haskell and The Rust Programming Language books.
Paul
Hi pkeir,
While I was in university I also read the book "Artificial Intelligence for Games" and did my own C++ implementations taking as base reference the pseudocode and the in depth explanations found in the book.
Obviously, I didn't cover all chapters, but have an implementation for Steering Behaviors and Pathfinding.
Maybe this source code can be interesting for you or for your students! :)
Btw, this book was awesome and is what started my passion for AI and game programming! Thank you Ian and John! ^_^/
Best regards, Joan
The blurb for the 2019 3rd edition of the book reads:
"AI is an integral part of every video game. This volume helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. The companion website includes downloadable and executable source code that will be regularly updated by the author."
Where is the companion website and source code?