RenderMonkey1.82
Application Design and Philosophy
Real-time high performance shaders are at the heart of all new visual effects and they will continue to be the foundation of an amazing graphical experience for the future. The RenderMonkey IDE has been created to fill the need for shader content creation tools in a coherent environment—flexible and powerful for programmers, yet familiar and intuitive for artists. With the introduction of the DirectX, OpenGL and OpenGL ES high level shading languages, the complexity of real-time shaders has increased. The rapid evolution of the shading capabilities of graphics hardware had caused an explosion in the the amount of shader content necessary for real-time graphics projects, fueling the need for a powerful real-time shader IDE. The RenderMonkey environment not only allows easy shader prototyping and development, but also provides a mechanism for managing the shaders and all of the associated visual resources in a single environment.
Unity 4.x Game AI Programming .part2
两件文件,自行解压,(附src) 2/2
This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, we’ll be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then we’ll use the Behave plugin to construct behavior trees for intelligent AI character behaviors.
Unity 4.x Game AI Programming
两件文件,自行解压,(附src) 1/2
This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, we’ll be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then we’ll use the Behave plugin to construct behavior trees for intelligent AI character behaviors.
Unity AI Programming Essentials
This book focuses on the different AI tasks that are essential for game development using Unity. It includes topics such as defining "minds" for your characters with behavior trees. Furthermore, it covers more specialized AI tasks such as how to implement AI crowds and how to create driving AI for vehicles. We have a section dedicated to NavMesh, one of the most important aspects of pathfinding, that will show you how to customize the mesh generation to handle different use cases for different characters. This is a practical book as it uses several popular Unity plugins such as RAIN and React AI to accomplish different AI tasks.