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Procedural Content Generation for Unity Game Development

Procedural Content Generation for Unity Game Development

By : Watkins
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Procedural Content Generation for Unity Game Development

Procedural Content Generation for Unity Game Development

3 (2)
By: Watkins

Overview of this book

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.
Table of Contents (12 chapters)
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11
Index

Chapter 1. Pseudo Random Numbers

This chapter will introduce the idea of procedural content generation and one highly useful component, pseudo random numbers. Later in the chapter, you will use pseudo random numbers to create a derivation of the classic Hello World program. For convenience, procedural content generation will be abbreviated to PCG for the remainder of the text. Let's also abbreviate pseudo random numbers to PRNs.

Here's a quick overview of what the chapter will cover and what you will learn:

  • Define PCG: What it is and what you can do with it
  • Discover PRN generation
  • Learn how PRNs relate to PCG
  • Use PRNs in our first program
  • Develop a new randomized PCG like the Hello World program

In this chapter, we will complete a very simple step-by-step example. The example in this chapter will be simple enough to help introduce newcomers to Unity and also serve as a refresher to those coming back after some time away. However, it is important to remember that the successive examples will be much more involved. It is best that you are fundamentally familiar with Unity and C# scripting in Unity.

Note

Unity Technologies offers a range of tutorials for beginners at https://unity3d.com/learn/tutorials.

You can also reference the Unity Documentation if you need to know the usage of any specific part of Unity at http://docs.unity3d.com/Manual/index.html.

Now, let's dive in and start learning.

CONTINUE READING
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