Game Engine Architecture, Third Edition

著者: Jason Gregory
出版社: A K Peters/CRC Press
ISBN : 9781138035454

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About the Author

Jason Gregory has worked as a software engineer in the games industry since March 1999 and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on Hydro Thunder 2 and Offroad Thunder, and wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his colleagues are currently working on The Last of Us: Part II for Playstation 4. He also developed engine and gameplay software for every game in the Uncharted series, and The Last of Us on PS3 and PS4, and has also taught courses in game technology at the University of Southern California.
 https://www.amazon.com/dp/1138035459/sasazamani-22

This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
 https://www.amazon.com/dp/1138035459/sasazamani-22

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"The text is a multidimensional space, and there, the various Ekritule are connected and challenged, none of which originates. The text is a woven fabric of quotes that came from countless cultural centers."(Lauren Barth "Death of the Author" "Structural Analysis of the Story")



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Digital Games and Artificial Intelligence
  https://society-zero.com/icard/391825

■References list of AI meets Philosophy:how to design the Game AI

https://society-zero.com/icard/4350

How to make Character AI

  This is an introductory article on the Chapter 1 bibliography list.



この記事は「 AI meets Philosophy:how to design the Game AI(iCardbook)」の「参考文献」リストの一つです。
知識カード」を編成したカード型専門書、iCardbookはスマホ時代の、新しいホンの形です。

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iCardbook, a card-type specialized book that organizes “Knowledge Cards” is a new form of book in the smartphone age.


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■References list of "AI meets Philosophy:how to design the Game AI"

https://society-zero.com/reference/010.html

■関連URL(Related URL)

Miyake Labo – ゲームAI開発者三宅陽一郎の非実在研究室 https://miyayou.com/

三宅 陽一郎 – AIandSociety Symposium http://www.aiandsociety.org/youichiromiyake-2/

[はじめに]『人工知能と人工知性』 – iCardbook|知の旅人に https://society-zero.com/icard/3335


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