PC Gamer (May 2012)

SimCity is again! Oh, you’ve heard? good, if you’re excited now, simply wait till you get the entire tale. We spent an afternoon at Maxis to speak with the builders approximately SimCity’s groundbreaking new engine, layout philosophy, and new good points (multiplayer! curvy roads!), and you’ll locate 8 pages of centred information on the heart of workstation Gamer US factor #226.

Also during this factor: a tremendous consultant that includes sensible suggestions that’ll provide the side in League of Legends, Battlefield three, Skyrim, Minecraft, group citadel 2, and extra; our impressions of Tactical Intervention, the subsequent online game from the writer of Counter-Strike; a consultant to completely maxing your stats with The previous Republic’s Datacrons; and 14 stories, together with Mass impression three, Alan Wake, and Kingdoms of Amalur.

The workstation Gamer US may possibly factor is heading to subscribers quickly, and may be on newsstands later this month. try out the total disguise snapshot under!

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Extra resources for PC Gamer (May 2012)

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5 L AYOUT OF THE B OOK This book is split into five sections. Part One introduces AI and games in Chapters 1 and 2, giving an overview of the book and the challenges that face the AI developer in producing interesting game characters. Part Two is the meat of the technology in the book, presenting a range of different algorithms and representations for each area of our AI model. It contains chapters on decision making and movement and a specific chapter on pathfinding (a key element of game AI that has elements of both decision making and movement).

1 The AI model AI has implications for related technologies 10 Chapter 1 Introduction work on a character-by-character basis, and the last section operates on a whole team or side. Around these three AI elements is a whole set of additional infrastructure. Not all game applications require all levels of AI. Board games like Chess or Risk require only the strategy level; the characters in the game (if they can even be called that) don’t make their own decisions and don’t need to worry about how to move.

This book can’t hope to catalog and describe them all. When a key algorithm is described, I will often give a quick survey of the major variations in briefer terms. Performance Characteristics To the greatest extent possible, I have tried to include execution properties of the algorithm in each case. Execution speed and memory consumption often depend on the size of the problem being considered. I have used the standard O() notation to indicate the order of the most significant element in this scaling.

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