Game AI Pro 360: Guide to Movement and Pathfinding: 1st Edition (Paperback) book cover

Game AI Pro 360: Guide to Movement and Pathfinding

1st Edition

By Steve Rabin

CRC Press

304 pages | 132 B/W Illus.

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Paperback: 9780367151119
pub: 2019-09-26
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Hardback: 9780367151133
pub: 2019-09-26
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Steve Rabin’s Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques.

Key Features

  • Provides real-life case studies of game AI in published commercial games
  • Material by top developers and researchers in Game AI
  • Downloadable demos and/or source code available online

Table of Contents

Ch 1 Pathfinding Architecture Optimizations; Ch 2 Choosing a Search Space Representation; Ch 3 Creating High Order Navigation Meshes through Iterative Wavefront Edge Explorations; Ch 4 Precomputed Pathfinding; Ch 5 Techniques for Formation Movement; Ch 6 Collision Avoidance; Ch 7 Crowd Pathfinding; Ch 8 Efficient Croiwd Simulation; Ch 9 Animation-Driven Locomotion; Ch 10 Subgoal Graphs for Optimal Pthfinding; Ch 11 Theta* for Any-Angle Pathfinding; Ch 12 Advanced Techniques for Robust Crowds; Ch 13 Context Steering; Ch 14 Hierarchical Architecture for Group Navigation Behaviors; Ch 15 Steering Against Complet Vehicles; Ch 16 Predictive Animation Control; Ch 17 A Unified Theory of Locomotion; Ch 18 RVO and ORCA; Ch 19 Optimization for Smooth Paths; Ch 20 3D Flight Navigation; Ch 21 Faster Dijkstra Search on Uniform Cost Grids.

About the Author

Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild.

Subject Categories

BISAC Subject Codes/Headings:
COMPUTERS / Programming / Games