Algorithms and Networking for Computer Games
Additional material

These pages contain program examples, lecture slides, and errata for Algorithms and Networking for Computer Games by Jouni Smed and Harri Hakonen (John Wiley & Sons, 2006).

Code and program examples

Spectral test for pseudo-random number generators. The applet demonstrates the importance of choosing carefully the parameter values for the linear congruential method. For more information, see Section 2.1.2 in the book.

Terrain generation methods. The applet demonstrates the structure of randomly created terrains in both two-dimensional grey scale image and three-dimensional full-colour image. For more information, see Section 2.4.2 in the book.

AIsHockey game. The game provides a testbench for programming autonomic synthetic players, which should collaborate as a team. For more information, see Section 1.2 and Section 6.1 in the book.

Dog Eat Dog. The applet demonstrates how real-time decision-making based on uncertain data can be realized using a fuzzy constraint satisfaction problem. For more informaton, see Section 7.3 in the book.

MaxMazeDemonstrator. A testbench for trying out local perception filters and multiplayer bullet time effect with 2–3 players. For more information, see Section 9.4 in the book.

Slides

Errata

A list of known bugs and errors is available here.


All examples and programs (unless otherwise noted) © 2002–2007 Jouni Smed and Harri Hakonen.