Download e-book for iPad: AI in computer games by Nareyek A.

By Nareyek A.

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assessment present animations and create customized animation clips to convey your video game characters to existence
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This can also prevent the re-creation of assets in those cases when the development cycle extends across two generations of platforms. This is rare in the console world, but mobile phone development has a continuous rate of change in which this is particularly pertinent. 36 Cross-Platform Game Programming The complexity of some reduction processes can be outside the general job description of a game programmer. This is never truer than in the example of repalletizing textures. Never be ashamed to introduce third-party software into the tool chain to perform asset reduction to ensure a high level of quality across all components.

For example, the standard library function qsort hides the basic implementation details from you, but it doesn’t behave identically on all platforms because each compiler will provide its own implementation of qsort. Because the language specification isn’t strict enough to prevent side effects, qsort only has to perform a sort, not necessarily a quicksort. An example of this difference can be seen if the qsort function is required to sort a list containing two identical primary keys. In that case, the algorithm (not the qsort callback function) is responsible for the list’s final order.

Some abstractions are simple, consisting of nothing more than a well placed #define or typedef in a header file. Sometimes they are more complex, where one function hides a wealth of code behind a simple nomenclature, such as PlayThemeMusic. What matters is that when you abstract something, no side effects are introduced in the process. For example, the standard library function qsort hides the basic implementation details from you, but it doesn’t behave identically on all platforms because each compiler will provide its own implementation of qsort.

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AI in computer games by Nareyek A.


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