General Game Programming: Architecture
Abstract: Game AI programmers are notorious for reinventing the wheel. But many of the data structures, algorithms and architectures they need have already been done in flexible and reusable ways. This article is intended to serve as a reference for a variety of patterns. While entire volumes have been written to discuss the STL and design patterns in general, this article will provide an introductory overview of the STL and inspect those specific design patterns that have proven the most useful in game AI development. We need to talk about the STL because it provides a series of pre-defined data structures that will not only make life simpler, but which take much of the burden of nuts and bolts implementation away and allow the AI developer to focus on what's really interesting anywaythe AI.
Using STL and Patterns for Game AI
Abstract: With multi-processor hardware becoming commonplace, it is necessary to develop a new architecture that allows the AI engine to execute in parallel in multiple threads. We describe several approaches that try to minimize dependencies and avoid locking, in order to build an efficient concurrent system, while keeping productivity high and preventing threading bugs.
Strategies for Multi-Processor AI
The Clock: Keeping Your Finger on the Pulse of the Game
Desiging and Maintaining Large Cross-Platform Libraries
An Object-Composition Game Framework
Platform-Independent, Function-Binding Code Generator
Programming a Game Design-Compliant Engine Using UML
Developming Games for a World Market
Linear Programming Model for Windows-based Games
The Magic of Data-Driven Design
Object-Oriented Programming and Design Techniques