Bainin Of Isak Torent Ame


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Warbreaker


Warbreaker

Author: Brandon Sanderson

language: en

Publisher: Hachette UK

Release Date: 2011-12-29


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THE INTERNATIONAL PHENOMENON BEHIND THE COSMERE A STANDALONE COSMERE ADVENTURE WITH MAGIC AS YOU HAVE NEVER SEEN IT **** A story of two sisters, who just so happen to be princesses. A story about two gods, one a God King and one lesser. A story about an immortal trying to undo the mistakes he made hundreds of years ago. Meet WARBREAKER. This is a story of two sisters - who happen to be princesses, the God King one of them has to marry, a lesser god, and an immortal trying to undo the mistakes he made hundreds of years ago. Theirs is a world in which those who die in glory return as gods to live confined to a pantheon in Hallandren's capital city. A world transformed by BioChromatic magic, a power based on an essence known as breath. Using magic is arduous: breath can only be collected one unit at a time from individual people. But the rewards are great: by using breath and drawing upon the color in everyday objects, all manner of miracles and mischief can be performed. **** SANDERSON THE EPIC FANTASY TITAN: 'Exceptional tale of magic, mystery and the politics of divinity' MICHAEL MOORCOCK 'A powerful stand-alone tale of unpredictable loyalties, dark intrigue and dangerous magic' PUBLISHERS WEEKLY 'Sanderson is astonishingly wise' ORSON SCOTT CARD 'Epic in every sense' GUARDIAN

AI for Games, Third Edition


AI for Games, Third Edition

Author: Ian Millington

language: en

Publisher: CRC Press

Release Date: 2019-03-18


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AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process

Procedural Generation in Game Design


Procedural Generation in Game Design

Author: Tanya Short

language: en

Publisher: CRC Press

Release Date: 2017-06-12


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Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design