Al for games and animation a cognitive modeling approach
John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real...
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Format: | Book |
Published: |
Natick, MA
A K Peters
1999
©1999 |
Subjects: | |
Online Access: | Click Here to View Status and Holdings. |
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LEADER | 00000n a2200000 a 4501 | ||
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001 | wils-259239 | ||
005 | 202151210226 | ||
020 | # | # | |a 1568811039 |
040 | # | # | |a UiTM |b eng |c UiTM |e rda |
090 | 0 | 0 | |a QA76.76.C672 |b F86 1999 |
100 | 1 | # | |a Funge, John David |e author |
245 | 1 | 1 | |a Al for games and animation |b a cognitive modeling approach |c John David Funge |
264 | # | 1 | |a Natick, MA |b A K Peters |c 1999 |
264 | # | 1 | |c ©1999 |
300 | # | # | |a xvi, 212 pages |b illustrations |c 23 cm |
336 | # | # | |a text |2 rdacontent |
337 | # | # | |a unmediated |2 rdamedia |
338 | # | # | |a volume |2 rdacarrier |
504 | # | # | |a Includes bibliographical references and index |
520 | # | # | |a John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below. |
650 | # | 0 | |a Computer animation |
650 | # | 0 | |a Computer games |x Programming |
650 | # | 0 | |a Artificial intelligence |
856 | 4 | 0 | |z Click Here to View Status and Holdings. |u https://opac.uitm.edu.my/opac/detailsPage/detailsHome.jsp?tid=259239 |
964 | # | # | |c BOK |d 01 |
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