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  <id>48038</id>
  <name><![CDATA[Ian Millington]]></name>
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  <id type="integer">1501484</id>
  <isbn>012369471X</isbn>
  <isbn13>9780123694713</isbn13>
  <text_reviews_count type="integer">1</text_reviews_count>
  <title>
    <![CDATA[Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology)]]>
  </title>
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  <link>http://www.goodreads.com/book/show/1501484.Game_Physics_Engine_Development</link>
  <average_rating>3.88</average_rating>
  <ratings_count>8</ratings_count>
  <description>
    <![CDATA[Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics.<br/><br/>* Uses only high school algebra<br/>* Shows how to build a complete system based on professional principles<br/>* CD-ROM with C++ source code for a full commercial-quality physics engine]]>
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    <author>
    <id>48038</id>
        <name><![CDATA[Ian Millington]]></name>
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    <link><![CDATA[http://www.goodreads.com/author/show/48038.Ian_Millington]]></link>
    <average_rating>4.15</average_rating>
    <ratings_count>13</ratings_count>
    <text_reviews_count>1</text_reviews_count>
  </author>
  </authors>  <published>2007</published>
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        <book>
  <id type="integer">83887</id>
  <isbn>0124977820</isbn>
  <isbn13>9780124977822</isbn13>
  <text_reviews_count type="integer">0</text_reviews_count>
  <title>
    <![CDATA[Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1171047787m/83887.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1171047787s/83887.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/83887.Artificial_Intelligence_for_Games</link>
  <average_rating>4.60</average_rating>
  <ratings_count>5</ratings_count>
  <description>
    <![CDATA[Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The books CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques.<br/><br/>* A comprehensive, professional tutorial and reference to implement true AI in games.<br/>* Walks through the entire development process from beginning to end.<br/>* Includes over 100 pseudo code examples of techniques used in commercial games, case studies for all major genres, a CD-ROM and companion website with extensive C++ source code implementations for Windows, and source code libraries for Linux and OS X available through the website.]]>
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<authors>
    <author>
    <id>48038</id>
        <name><![CDATA[Ian Millington]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
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    <link><![CDATA[http://www.goodreads.com/author/show/48038.Ian_Millington]]></link>
    <average_rating>4.15</average_rating>
    <ratings_count>13</ratings_count>
    <text_reviews_count>1</text_reviews_count>
  </author>
  </authors>  <published>2006</published>
</book>

        <book>
  <id type="integer">7004148</id>
  <isbn>0123747317</isbn>
  <isbn13>9780123747310</isbn13>
  <text_reviews_count type="integer">0</text_reviews_count>
  <title>
    <![CDATA[Artificial Intelligence for Games]]>
  </title>
  <image_url>http://www.goodreads.com/images/books/70/148/7004148-m-1255869624.jpg</image_url>
  <small_image_url>http://www.goodreads.com/images/books/70/148/7004148-s-1255869624.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/7004148-artificial-intelligence-for-games</link>
  <average_rating>0.0</average_rating>
  <ratings_count>0</ratings_count>
  <description>
    <![CDATA[Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.<br/><br/>&quot;Artificial Intelligence for Games - 2nd edition&quot; will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).                                       <br/><br/>* The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.<br/>* Walks through the entire development process from beginning to end.<br/>* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.]]>
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    <id>48038</id>
        <name><![CDATA[Ian Millington]]></name>
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    <link><![CDATA[http://www.goodreads.com/author/show/48038.Ian_Millington]]></link>
    <average_rating>4.15</average_rating>
    <ratings_count>13</ratings_count>
    <text_reviews_count>1</text_reviews_count>
  </author>
    <author>
    <id>3124436</id>
        <name><![CDATA[John Funge]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-50x66.jpg]]></small_image_url>
    <link><![CDATA[http://www.goodreads.com/author/show/3124436.John_Funge]]></link>
    <average_rating>0.0</average_rating>
    <ratings_count>0</ratings_count>
    <text_reviews_count>0</text_reviews_count>
  </author>
  </authors>  <published>2009</published>
</book>

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