Rating:

(8 reviews)
Author: Aung Sithu Kyaw
ISBN : 1849693404
New from $40.49
Format: PDF
Download electronic versions of selected books Free Unity 4.x Game AI Programming for everyone book with Mediafire Link Download Link
About the Author
Aung Sithu Kyaw
Aung Sithu Kyaw is originally from Myanmar, (Burma) and has over seven years of experience in the software industry. His main interests include game-play programming, startups, entrepreneurship, writing, and sharing knowledge. He holds a Master of Science degree from Nanyang Technological University (NTU), Singapore, majoring in Digital Media Technology. Over the past few years, he has worked as a Research Programmer at INSEAD, Sr. Game Programmer at Playware Studios Asia, Singapore, and lastly as a Research Associate at NTU. In 2011, Aung co-founded Rival Edge Pte Ltd., a Singapore-based interactive digital media company that provides a technical consultancy service to creative agencies and also produces social mobile games. Visit http://rivaledge.sg for more information. Aung is the co-author of Irrlicht 1.7 Realtime 3D Engine Beginner's Guide, Packt Publishing, and is also a visiting lecturer at NTU conducting workshops on game design and development using Unity3D.He can be followed on Twitter @aungsithu and by using his LinkedIn profile linkedin.com/in/aungsithu.
Clifford Peters
Clifford Peters is a programmer and a computer scientist. He has reviewed the following Packt Publishing books: Unity Game Development Essentials, Unity 3D Game Development by Example Beginner's Guide, Unity 3 Game Development Hotshot, Unity 3.x Game Development by Example Beginner's Guide, Unity iOS Game Development Beginner's Guide, and Unity iOS Essentials.
Thet Naing Swep
Thet Naing Swe is the co-founder and Chief Creative Director of Rival Edge Pte Ltd., based in Singapore. He graduated from the University of Central Lancashire where he majored in Game Design and Development and started his career as a game programmer at the UK-based Code Monkeys studios. He relocated to Singapore in 2010 and worked as a graphics programmer at Nanyang Technological University (NTU) on a cinematic research project together with Aung. Currently at Rival Edge, he's responsible for interactive digital media consulting projects mainly using Unity3D as well as making social mobile games for a casual audience. He can be reached via thetnswe@rivaledge.sg.
Download latest books on mediafire and other links compilation Free Unity 4.x Game AI Programming Paperback
- Paperback: 232 pages
- Publisher: Packt Publishing (July 23, 2013)
- Language: English
- ISBN-10: 1849693404
- ISBN-13: 978-1849693400
- Product Dimensions: 9.5 x 7.5 x 0.5 inches
- Shipping Weight: 10.4 ounces (View shipping rates and policies)
Free Unity 4.x Game AI Programming
Who this book is for
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With a concept like AI programming, you can guess this isn't a beginner's book on Unity 3D or programming. The authors spend no time on Unity's interface or programming concepts like interfaces or compilation processes. That is a good thing. There are plenty of books out there that do that.
If you have read at least one AI book before, I would imagine this book would be a little simplistic for you. It definitely targets the intermediate programmer who has no experience with AI concepts.
Theory vs Practice
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After reading the first few chapters on finite state machines and probability, I really enjoyed the alternating between theory and code examples. There is a nice balance between introducing AI concepts, than supplementing those concepts with code examples in Unity.
By the way, when I read these type of coding books now, I usually download the projects and analyze the code through an IDE like MonoDevelop. Formatted code on a printed page or PDF can be very difficult to read sometimes. With all of the word wrapping and removed spacing that they use, it can really slow you down while reading. The book doesn't include all of the code for each project, so you aren't going to get that much working without downloading the project files.
Chapter Ranking System
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I just came up with this idea and thought I would try it out. This is a ranking with each chapter and how good I think it is. Yes, they are all competing against each other to be the best section in the book.
1. Chapter 9: Behavior Trees
2. Chapter 2: Finite State Machines
3.
I was very excited to get this book. I love Unity and I love designing AI systems. Overall this book presents the same material you would find in typical university AI design courses. It covers the big important topics that all AI courses and texts should address: Finite State Machines, probability, flocking, path following, A* pathfinding, navigation meshes and behavior systems.
It's good information if you have never implemented these systems before. It is a well rounded book that covers it all. This book is great for beginners.
If you have any experience with these systems, this book is not likely to offer you much additional insight.
There are several references throughout the book to other books on game design and AI design by other authors. This is great if you are looking for additional reading material. Unfortunately some of the references are in the context of "topic W is explained by author X in publication Y" and little more is added by the authors.
The code conventions in the examples provided in the book are inconsistent style-wise. I found this very distracting. Someone with little or no experience coding may not notice because everything is so new, but a consistent coding style would help to facilitate the learning process.
Syntax, diction and grammar errors are peppered throughout the book. It is distracting and lends an unprofessional feel to the book at times. Although more common than I would prefer, they can be overlooked and the underlying information presented is still valid.
The chapter on behavior trees was a massive disappointment. Rather than explain or walk through an implementation of a behavior system, the authors merely explain how to use a downloadable asset from the Asset store.
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