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General Game Programming: Architecture
Using STL and Patterns for Game AI | |
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.
Strategies for Multi-Processor 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.
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 |
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