Procedural Content Generation for Unity Game Development Procedural Content Generation for Unity Game Development

Procedural Content Generation for Unity Game Development

    • $39.99
    • $39.99

Publisher Description

Harness the power of procedural content generation to design unique games with Unity

About This Book
Learn the basics of PCG developmentDevelop a 2D game from start to finishExplore all the different ways PCG can be applied in games
Who This Book Is For

This book is for Unity game developers, especially those who work on indie games. You should be familiar with Unity and C# scripting but you'll be able to jump in and start learning PCG straightaway.

What You Will Learn
Understand the theory of Procedural Content GenerationLearn the uses of Pseudo Random NumbersCreate reusable algorithm designs for PCGEvaluate the data structures for PCGDevelop smaller games with larger amounts of contentGenerate content instead of spending time designing every minute detailLearn when and how to add PCG to your gameLearn the fundamental techniques of PCG
In Detail

Procedural Content Generation is a process by which game content is developed using computer algorithms, rather than through the manual efforts of game developers. This book teaches readers how to develop algorithms for procedural generation that they can use in their own games. These concepts are put into practice using C# and Unity is used as the game development engine.

This book provides the fundamentals of learning and continued learning using PCG. You'll discover the theory of PCG and the mighty Pseudo Random Number Generator. Random numbers such as die rolls and card drafting provide the chance factor that makes games fun and supplies spontaneity. This book also takes you through the full development of a 2D game.

Starting with level generation, you'll learn how PCG can make the game environment for you. You'll move into item generation and learn the different techniques to procedurally create game items. Thereafter, you'll be guided through the more abstract PCG areas such as scaling difficulty to the player and even generating music! The book helps you set up systems within your games where algorithms create computationally generated levels, art assets, quests, stories, characters, and weapons; these can substantially reduce the burden of manually creating every aspect of the game.

Finally, you'll get to try out your new PCG skills on 3D terrain generation.

Style and approach

An easy-to-follow, project-based guide that will let you build a complete game by the end of the book using PCG.

GENRE
Computers & Internet
RELEASED
2016
January 30
LANGUAGE
EN
English
LENGTH
260
Pages
PUBLISHER
Packt Publishing
SELLER
PublishDrive Inc.
SIZE
10.6
MB

More Books by Ryan Watkins

Tales From Southern Trails Tales From Southern Trails
2020
The Longest Mile: Nine Days in the Great Smoky Mountains The Longest Mile: Nine Days in the Great Smoky Mountains
2017
A Guide to Assessing Needs A Guide to Assessing Needs
2012
Handbook of Improving Performance in the Workplace, The Handbook of Selecting and Implementing Performance Interventions Handbook of Improving Performance in the Workplace, The Handbook of Selecting and Implementing Performance Interventions
2009