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Ryan Watkins - Procedural Content Generation for Unity Game Development

Here you can read online Ryan Watkins - Procedural Content Generation for Unity Game Development full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. City: Birmingham, year: 2016, publisher: Packt Publishing, genre: Computer / Science. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

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Procedural Content Generation for Unity Game Development: summary, description and annotation

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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. Youll 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, youll learn how PCG can make the game environment for you. Youll move into item generation and learn the different techniques to procedurally create game items. Thereafter, youll 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, youll get to try out your new PCG skills on 3D terrain generation.

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Procedural Content Generation for Unity Game Development

Table of Contents
Procedural Content Generation for Unity Game Development

Procedural Content Generation for Unity Game Development

Copyright 2016 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: January 2016

Production reference: 1220116

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78528-747-3

www.packtpub.com

Credits

Author

Ryan Watkins

Reviewers

Joshua Byrom

Michele Pirovano

Till Riemer

Gennaro Vessio

Acquisition Editor

Prachi Bisht

Content Development Editor

Merint Thomas Mathew

Technical Editor

Vivek Arora

Copy Editor

Merilyn Pereira

Project Coordinator

Francina Pinto

Proofreader

Safis Editing

Indexer

Rekha Nair

Graphics

Jason Monteiro

Production Coordinator

Manu Joseph

Cover Work

Manu Joseph

Disclaimer

The Unity name, logo, brand, and other trademarks or images featured or referred to within this book are licensed from and are the sole property of Unity Technologies. This book, its author, or the publisher are not affiliated with, endorsed by, or sponsored by Unity Technologies or any of its affiliates.

About the Author

Ryan Watkins was digitized and absorbed into his computer at an early age. In the digital realm, he learned the importance of video games and the balance they brought to the ecosystem of computing. Video games strive to always push the boundaries of what we know to be true while being a super-charged source of fun. Ryan formed friendships with many of the video games he encountered on his digital journeys, and in return, they shared the secrets of their creation with him. He has since returned to the physical world to share those secrets with the rest of us.

About the Reviewers

Joshua Byrom has been programming and gaming for over two decades, and has written numerous articles on the subjects of game programming and artificial intelligence. Around the age of eight, he was introduced to computers by his father, which generated in him a deep interest for computer science, particularly computer programming.

Since then, Joshua has written code for companies such as BMC Solutions Inc., AutoTrader.com, and Elite Property Services LLC. He has also worked for the army, where he wrote genetic algorithms for the U.S. Military. Currently, he works as a software architect, where he develops and maintains web applications for local lawyers, realtors, and retailers.

In addition, Joshua writes programming articles for online publishing, runs a small business that creates and publishes independent mobile and web applications, and provides code consulting for indie start-ups.

Currently, Joshua is located in Newnan, GA, and when he isn't lost thousands of lines deep in code, he likes to read both prose and poetry, or play video games.

Michele Pirovano is a freelance game developer and game researcher based in Bergamo, Italy. He holds a PhD in computer science from the Politecnico di Milano, where he graduated with a thesis on the design of autonomous exergaming systems.

His main interest is the application of artificial intelligence, procedural content generation, and complex mathematical systems to video games. He has written many articles on the use of computational intelligence in games, and continues to investigate both serious games and applied AI.

He is also the founder of the independent one-man game development studio Curiosity Killed the Cat. He is currently working on . Age , a rogue-lite village simulation game. He also loves cats.

Till Riemer is a game developer from Germany. He is currently living in Copenhagen, where he is working on the upcoming RPG Expeditions: Viking at indie developer Logic Artists.

As a teenager, Till started to get into programming and has always been fascinated with the prospects of adaptive AI in video games. He joined the games industry as a programmer on the acclaimed RPG Blackguards at Daedalic in 2013, and recently received an MSc in games technology from the IT University of Copenhagen, where he conducted his master's thesis about the creation of procedural side quests for role-playing games. Previously, he received a BSc in computer science.

In his free time, he works on a side project called Drakk Navis, a ship-racing game for tablets, but also loves to sit down with a guitar once in a while. He is also part of the team organizing events for the Copenhagen Indie scene and has represented the Danish Global Game Jam organizers at GDC in 2015. You can follow him on Twitter at @TillRiemer.

Gennaro Vessio received the Laurea Magistrale degree in informatics from the Department of Informatics at the University of Bari, Italy. Currently, he is a PhD student of the same department. His research is currently focused on the application of formal methods to the design and analysis of routing protocols for mobile ad hoc networks.

Concerning procedural content generation, he investigated, together with other colleagues, a grammar-based approach to the procedural generation of the environment of an endless game.

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