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Fixed out of sequence titles.

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  1. 77 77
      src/docs/asciidoc/jme3/atomixtuts/greenberet.adoc

+ 77 - 77
src/docs/asciidoc/jme3/atomixtuts/greenberet.adoc

@@ -1,6 +1,6 @@
 = greenberet
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :relfileprefix: ../../
 :imagesdir: ../..
@@ -10,7 +10,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 == GreenBeret game
 
-This is the up-comming chaper from game making Series 
+This is the up-comming chaper from game making Series
 
 Part II: chapter 8 - GreenBeret Steath action game
 
@@ -35,123 +35,123 @@ Topic :
 
 ==== Disclamed
 
-3D Models 
+3D Models
 
 
 == Researches
 
-Improving Guard Behaviour in a Top-Down 2D Stealth Game 
+Improving Guard Behaviour in a Top-Down 2D Stealth Game
 
-[1]   Konami,  “Metal Gear,  Konami,  1987. 
+[1]   Konami,  “Metal Gear,  Konami,  1987.
 
 [2]   Konami,  “Metal Gear  Solid 2:  Sons of Liberty,
-Konami,  2001. 
+Konami,  2001.
 
-[3]   Guinnes World Records, “First Stealth Game  to Feature 
-Collective  Artificial  Intelligence, 2008. [Online]. 
+[3]   Guinnes World Records, “First Stealth Game  to Feature
+Collective  Artificial  Intelligence, 2008. [Online].
 
-[4]   A. J. Champandard,  “On Finite State Machines and 
-Reusability, 2007.  [Online].  Available: 
-link:http://aigamedev.com/open/article/fsm-reusable/[http://aigamedev.com/open/article/fsm-reusable/]. 
-[Accessed March 2013]. 
+[4]   A. J. Champandard,  “On Finite State Machines and
+Reusability, 2007.  [Online].  Available:
+link:http://aigamedev.com/open/article/fsm-reusable/[http://aigamedev.com/open/article/fsm-reusable/].
+[Accessed March 2013].
 
 [5]   A. J. Champandard,  “The Gist  of Hierarchical  FSM,
-2007.  [Online].  
+2007.  [Online].
 
-Available: 
-link:http://aigamedev.com/open/article/hfsm-gist/[http://aigamedev.com/open/article/hfsm-gist/]. 
-[Accessed March 2013]. 
+Available:
+link:http://aigamedev.com/open/article/hfsm-gist/[http://aigamedev.com/open/article/hfsm-gist/].
+[Accessed March 2013].
 
-[6]   M. Gilgenbach and T. McIntosh, “A Flexible  AI 
-System through Behavior Compositing, in AI Game 
-Programming Wisdom  3, S. Rabin, Ed.,  Boston, 
-Charles River  Media, 2006,  pp. 289-300. 
+[6]   M. Gilgenbach and T. McIntosh, “A Flexible  AI
+System through Behavior Compositing, in AI Game
+Programming Wisdom  3, S. Rabin, Ed.,  Boston,
+Charles River  Media, 2006,  pp. 289-300.
 
-[7]   A. Khoo, “An Introduction to Behavior-Based Systems 
-for Games,  in AI Game Programming Wisdom 3, S. 
-Rabin,  Ed., Boston, Charles River  Media, 2006,  pp. 
+[7]   A. Khoo, “An Introduction to Behavior-Based Systems
+for Games,  in AI Game Programming Wisdom 3, S.
+Rabin,  Ed., Boston, Charles River  Media, 2006,  pp.
 351-364.
 
 [8]   A. J. Champandard,  “Understanding Behaviour Trees,
-2007.  [Online].  Available: 
-link:http://aigamedev.com/open/article/bt-overview/[http://aigamedev.com/open/article/bt-overview/]. 
-[Accessed March 2013]. 
+2007.  [Online].  Available:
+link:http://aigamedev.com/open/article/bt-overview/[http://aigamedev.com/open/article/bt-overview/].
+[Accessed March 2013].
 
-[9]   B.  Knafla,  “Introduction to Behavior Trees, 2011. 
-[Online].  Available: 
+[9]   B.  Knafla,  “Introduction to Behavior Trees, 2011.
+[Online].  Available:
 link:http://www.altdevblogaday.com/2011/02/24/[http://www.altdevblogaday.com/2011/02/24/] introductio
-n-to-behavior-trees/. [Accessed April 2013]. 
+n-to-behavior-trees/. [Accessed April 2013].
 
-[10]  A. J. Champandard,  “Planning in Games:  An Overview 
-and Lessons Learned, 2013.  [Online].  Available: 
-link:http://aigamedev.com/open/review/planning-in-games/[http://aigamedev.com/open/review/planning-in-games/]. 
-[Accessed March 2013]. 
+[10]  A. J. Champandard,  “Planning in Games:  An Overview
+and Lessons Learned, 2013.  [Online].  Available:
+link:http://aigamedev.com/open/review/planning-in-games/[http://aigamedev.com/open/review/planning-in-games/].
+[Accessed March 2013].
 
-[11]  A. J. Champandard,  “The Power  of Sequences for 
-Hierarchical  Behaviors, 2007.  [Online].  Available: 
-link:http://aigamedev.com/open/article/sequence/[http://aigamedev.com/open/article/sequence/]. 
-[Accessed April 2013]. 
+[11]  A. J. Champandard,  “The Power  of Sequences for
+Hierarchical  Behaviors, 2007.  [Online].  Available:
+link:http://aigamedev.com/open/article/sequence/[http://aigamedev.com/open/article/sequence/].
+[Accessed April 2013].
 
-[12]  A. J. Champandard,  “The Flexibility  of Selectors for 
-Hierarchical  Logic, 2007.  [Online].  Available: 
-link:http://aigamedev.com/open/article/selector/[http://aigamedev.com/open/article/selector/]. [Accessed 
-April 2013]. 
+[12]  A. J. Champandard,  “The Flexibility  of Selectors for
+Hierarchical  Logic, 2007.  [Online].  Available:
+link:http://aigamedev.com/open/article/selector/[http://aigamedev.com/open/article/selector/]. [Accessed
+April 2013].
 
 [13]  Looking  Glass Studios, “Thief:  The Dark  Project,
-Eidos Interactive, 1998. 
+Eidos Interactive, 1998.
 
-[14]  T. Leonard, “Building an AI Sensory System: 
+[14]  T. Leonard, “Building an AI Sensory System:
 Examining  The Design of Thief: The Dark  Project,
-2003.  [Online].  Available: 
+2003.  [Online].  Available:
 link:http://www.gamasutra.com/view/feature/131297/buildi[http://www.gamasutra.com/view/feature/131297/buildi]
-ng_an_ai_sensory_system_.php. [Accessed March 
-2013]. 
+ng_an_ai_sensory_system_.php. [Accessed March
+2013].
 
-[15]   D. Isla, “Probabilistic Target Tracking and Search 
-Using Occupancy Maps, in AI Game Programming 
-Wisdom 3, S. Rabin, Ed.,  Boston, Charles River  Media, 
+[15]   D. Isla, “Probabilistic Target Tracking and Search
+Using Occupancy Maps, in AI Game Programming
+Wisdom 3, S. Rabin, Ed.,  Boston, Charles River  Media,
 2006,  pp. 379-387.
 
-[16]  W. v. d. Sterren, “Squad Tactics: Team  AI and 
-Emergent  Maneuvers, in AI Game Programming 
-Wisdom,  S. Rabin, Ed.,  Hingham,  Charles  River Media, 
-2002,  pp. 233-246. 
+[16]  W. v. d. Sterren, “Squad Tactics: Team  AI and
+Emergent  Maneuvers, in AI Game Programming
+Wisdom,  S. Rabin, Ed.,  Hingham,  Charles  River Media,
+2002,  pp. 233-246.
 
-[17]  D. D.  Corkill,  “Blackboard Systems, 1991.  [Online]. 
-Available:  link:http://gbbopen.org/papers/ai-expert.pdf[http://gbbopen.org/papers/ai-expert.pdf]. 
-[Accessed April 2013]. 
+[17]  D. D.  Corkill,  “Blackboard Systems, 1991.  [Online].
+Available:  link:http://gbbopen.org/papers/ai-expert.pdf[http://gbbopen.org/papers/ai-expert.pdf].
+[Accessed April 2013].
 
-[18]  Monolith Productions, “F.E.A.R,  Vivendi  Universal, 
-2005. 
+[18]  Monolith Productions, “F.E.A.R,  Vivendi  Universal,
+2005.
 
-[19]  J. Orkin,  “Three States and a Plan: The A.I. of 
-F.E.A.R.,  2006.  [Online].  Available: 
+[19]  J. Orkin,  “Three States and a Plan: The A.I. of
+F.E.A.R.,  2006.  [Online].  Available:
 link:http://web.media.mit.edu/~jorkin/gdc2006_orkin_je[http://web.media.mit.edu/~jorkin/gdc2006_orkin_je] ff_f
-ear.pdf. [Accessed March 2013]. 
+ear.pdf. [Accessed March 2013].
 
-[20]  GSC  Game  World, “S.T.A.L.K.E.R.:  Shadow of 
-Chernobyl, THQ,  2007. 
+[20]  GSC  Game  World, “S.T.A.L.K.E.R.:  Shadow of
+Chernobyl, THQ,  2007.
 
-[21]  Geurrilla  Games,  “Killzone  2, Sony Computer 
-Entertainment  Europe, 2009. 
+[21]  Geurrilla  Games,  “Killzone  2, Sony Computer
+Entertainment  Europe, 2009.
 
-[22]  T. Verweij,  “A hierarchically-layered  multiplayer  bot 
-system for a first-person shooter, August 2007. 
+[22]  T. Verweij,  “A hierarchically-layered  multiplayer  bot
+system for a first-person shooter, August 2007.
 [Online].  Available: link:http://www.guerrilla[http://www.guerrilla]-
 games.com/presentations/VUA07_Verweij_Hiera rchica
-lly-Layered-MP-Bot_System.pdf.  [Accessed March 
-2013]. 
+lly-Layered-MP-Bot_System.pdf.  [Accessed March
+2013].
 
 
 == Process
 
 
-==== Tutorial timeline
+=== Tutorial timeline
 
 This section arrange the process and parts into a timeline to suite better with a tutorial format. You can read it day by day, week by week until you complete.
 
 .  Part 0: Download and Setup
-.  Part 1: Review and design, sketch 
+.  Part 1: Review and design, sketch
 .  Part 2: Assets
 .  Part 3: Code the main
 .  Part 4: Code the gameplay
@@ -177,13 +177,13 @@ This section arrange the process and parts into a timeline to suite better with
 == Programming
 
 
-==== Core
+=== Core
 
 
 === Stage
 
 
-===== Cam
+==== Cam
 
 
 === States
@@ -213,7 +213,7 @@ This section arrange the process and parts into a timeline to suite better with
 === Activities
 
 
-===== Timed
+==== Timed
 
 
 === Probality
@@ -225,7 +225,7 @@ This section arrange the process and parts into a timeline to suite better with
 === AI Sensors
 
 
-===== Line of Sight
+==== Line of Sight
 
 link:http://www.redblobgames.com/articles/visibility/[http://www.redblobgames.com/articles/visibility/]
 
@@ -236,7 +236,7 @@ link:http://www.redblobgames.com/articles/visibility/[http://www.redblobgames.co
 === Visibility & LevelOfDetail
 
 
-===== Ranged
+==== Ranged
 
 
 ===== Piority Ordered