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  • Book Overview & Buying Learning game AI programming with Lua
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Learning game AI programming with Lua

Learning game AI programming with Lua

By : David Young
4.3 (3)
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Learning game AI programming with Lua

Learning game AI programming with Lua

4.3 (3)
By: David Young

Overview of this book

If you are a game developer or a general programmer who wishes to focus on programming systems and techniques to build your game AI without creating low-level interfaces in a game engine, then this book is for you. Knowledge of C++ will come in handy to debug the entirety of the AI sandbox and expand on the features present within the book, but it is not required.
Table of Contents (11 chapters)
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1
1. Getting Started with AI Sandbox
10
Index

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "The LuaScriptUtilities header defines the metatable name of the vector type."

A block of code is set as follows:

local function CallCallbacks(callbacks, stateName, looping)
    for index = 1, #callbacks do
        callbacks[index].callback(
            stateName, looping, callbacks[index].data);
    end
end

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Open the Settings menu under the Project menu."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

CONTINUE READING
83
Tech Concepts
36
Programming languages
73
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