000 02117cam a22005178i 4500
001 9780429055058
003 FlBoTFG
005 20220509193121.0
006 m o d
007 cr |||||||||||
008 190625s2020 flu o 000 0 eng
040 _aOCoLC-P
_beng
_erda
_cOCoLC-P
020 _a9780429055058
_q(ebook)
020 _a0429055056
020 _a9780429617560
_q(electronic bk. : Mobipocket)
020 _a0429617569
_q(electronic bk. : Mobipocket)
020 _a9780429619717
_q(electronic bk. : EPUB)
020 _a0429619715
_q(electronic bk. : EPUB)
020 _a9780429621864
_q(electronic bk. : PDF)
020 _a0429621868
_q(electronic bk. : PDF)
020 _z9780367151041
_q(paperback ;
_qacid-free paper)
020 _z9780367151072
_q(hardback ;
_qacid-free paper)
035 _a(OCoLC)1119125726
035 _a(OCoLC-P)1119125726
050 0 0 _aQA76.76.C672
072 7 _aCOM
_x000000
_2bisacsh
072 7 _aCOM
_x012040
_2bisacsh
072 7 _aUDB
_2bicssc
082 0 0 _a794.8/1525
_223
245 0 0 _aGame AI Pro 360.
_pGuide to architecture /
_c[edited] by Steve Rabin.
264 1 _aBoca Raton :
_bCRC Press,
_c2020.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bn
_2rdamedia
338 _aonline resource
_bnc
_2rdacarrier
520 _a"Cutting-edge game AI architecture primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations"--
_cProvided by publisher.
588 _aOCLC-licensed vendor bibliographic record.
650 0 _aComputer games
_xProgramming.
650 0 _aComputer games
_xDesign.
650 0 _aVideo games.
650 0 _aSoftware architecture.
650 7 _aCOMPUTERS / General
_2bisacsh
650 7 _aCOMPUTERS / Computer Graphics / Game Programming & Design
_2bisacsh
700 1 _aRabin, Steve,
_eeditor.
856 4 0 _3Taylor & Francis
_uhttps://www.taylorfrancis.com/books/9780429055058
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
999 _c130253
_d130253