رکورد قبلیرکورد بعدی

" Procedural content generation for Unity game development : "


Document Type : BL
Record Number : 855970
Main Entry : Watkins, Ryan
Title & Author : Procedural content generation for Unity game development : : harness the power of procedural content generation to design unique games with Unity /\ Ryan Watkins.
Publication Statement : Birmingham :: Packt Publishing,, [2016]
Series Statement : Community experience distilled
Page. NO : 1 online resource :: illustrations.
ISBN : 1785289675
: : 9781785289675
: 1785287478
: 9781785287473
Notes : Includes index.
Contents : Cover; Copyright; Credits; Disclaimer; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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; Chapter 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
: Adding character facing directionsSummary; Chapter 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; Chapter 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; Chapter 9: Generating a 3D Planet; Adding a third dimension; 3D vs 2D; Know your geometry
: Chapter 3: Generating an Endless WorldData 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; Chapter 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 dungeonChallenge; Summary; Chapter 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; Chapter 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
: Working with the Unity primitive sphereGenerating a sphere; Adding randomization; Bad time and space complexities; Multi mesh planet; Exploring the planet; Summary; Chapter 10: Generating the Future; Models; Items; Levels; Texture; Terrain; Physics; Animation; AI; Story; The player sandbox; Summary; Index
Abstract : Annotation
Subject : Computer games-- Programming.
Subject : Video games-- Design.
Subject : Computer games-- Programming.
Subject : COMPUTERS / Programming / Games
Subject : Video games-- Design.
Dewey Classification : ‭794.8‬
LC Classification : ‭GV1469.3‬
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