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Procedural Content Generation for Unity Game Development电子书

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6人正在读 | 0人评论 9.8

作       者:Ryan Watkins

出  版  社:Packt Publishing

出版时间:2016-01-30

字       数:122.5万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Harness the power of procedural content generation to design unique games with UnityAbout This BookLearn the basics of PCG developmentDevelop a 2D game from start to finishExplore all the different ways PCG can be applied in gamesWho This Book Is ForThis book is for Unity game developers, especially those who work on indie games. You should be familiar with Unity and C# *ing but you'll be able to jump in and start learning PCG straightaway.What You Will LearnUnderstand 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 PCGIn DetailProcedural 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 approachAn easy-to-follow, project-based guide that will let you build a complete game by the end of the book using PCG.
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Procedural Content Generation for Unity Game Development

Table of Contents

Procedural Content Generation for Unity Game Development

Credits

Disclaimer

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Pseudo Random Numbers

Introducing PCG

Usage of PCG

Application of PCG

Pseudo random numbers

Random versus pseudo random numbers

PRNs in PCG

Random Hello World

Classic Hello World

PCG Hello World

Challenge

Summary

2. Roguelike Games

An introduction to Roguelike games

Why Roguelike?

Our own Roguelike project

Setting up the project

Importing the base project

File overview

Animation

Fonts

Prefabs

Scenes

Scripts

Summary

3. Generating an Endless World

Data structure choice

Array

Linked list

Dictionary

PCG algorithm overview

Scene setup

Player positioning

Camera following

Layers

Initial Game Board

Connecting code

The PCG Game Board

Summary

4. Generating Random Dungeons

Algorithm design

Algorithm overview

The grid

Essential path

Random path and chambers

Filling in the rest of the gird

Placing the entrance and exit

Algorithm summary

Data structures

Back to the map

Queue

Prefab setup

An exit sign

DungeonManager

BoardManager

Player

GameManager

Back to the Unity Editor

Seeding the dungeon

Challenge

Summary

5. Randomized Items

Generating health items in the game world

Implementing health item generation

Setting up sprites

Generating items in the dungeon

The Chest prefab

Chest implementation

Spawning the chest

The Item prefab

Item code

Adding player to item interaction

Summary

6. Generating Modular Weapons

PCG with modules

Statistics of modular PCG

Creating and configuring new sprites

Creating a multiple image prefab

Modular weapon scripts

Adding a spawn point

Adding a weapon pick up

Adding scripted weapon animation

Adding character facing directions

Summary

7. Adaptive Difficulty

Setting up sprites

Adding enemies to the world board

Adding enemies to the Dungeon Board

Fighting the enemy

Adaptive difficulty

Enemy AI

Finishing up

Summary

8. Generating Music

Concept of music

Tempo

Melody

Repetition

Procedurally generated music algorithm

Measure

Dividing the measure

The base line

Setting up the script

The Sound Manager script

Adding tension

Summary

9. Generating a 3D Planet

Adding a third dimension

3D versus 2D

Know your geometry

Working with the Unity primitive sphere

Generating a sphere

Adding randomization

Bad time and space complexities

Multi mesh planet

Exploring the planet

Summary

10. Generating the Future

Models

Items

Levels

Texture

Terrain

Physics

Animation

AI

Story

The player sandbox

Summary

Index

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