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AI for Game Developers Review by Naked Pagan

Just a few caveats

I bought this book because of the chapter O'Riley had on its site (Flocking) and the general experience I have had with O"Riley in the past. While there is plenty to learn from this text, its not for the faint of heart or new programer. There is a lot that needs to be done to get set up for this.

My first issue is that some of the code seems just a little too complex for a beginner. While I respect the features hes trying to put in, it can clutter up the main point of what is happening, and makes learning the basic principles harder.

It seem the writter assumes you read his other book 'Physics for game programer' since he refers to it several times.Download the sample code for the book and you will see what I mean.

Then there is no discussion of the graphic package being used. I tried to do the stuff with GDI+ and ended up switching to DirectX because the flickering was so bad. Some discussion on setting up a test and development enviroment to run these projects on would have been helpful.

Oh and it was written in C+. Okay, no big deal, but a warning would have been nice. I can handle C+, but I do my work now in C#. Since it was written in an OO language, a little back ground on system design would have been helpful too.

Asking too much? While the info there is good, there are a lot of obstacles for a 'beginner' to handle. I'm motivated though, and bought his phyiscs book just to see if it helps out any.