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  • Format: ePub

Master Procedural Generation with Unity and C#
Are you ready to build dynamic, evolving game worlds that captivate players? Procedural World Building With Unity and C# is your step-by-step guide to mastering procedural generation techniques in Unity, no matter your coding experience. This book walks you through reading files to create procedural scenes, generating realistic terrains, designing city layouts with traffic systems, and crafting organic caves and mazes. By the end, you'll be equipped to create unique and replayable environments that bring your game ideas to life.
What You
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Produktbeschreibung
Master Procedural Generation with Unity and C#

Are you ready to build dynamic, evolving game worlds that captivate players? Procedural World Building With Unity and C# is your step-by-step guide to mastering procedural generation techniques in Unity, no matter your coding experience. This book walks you through reading files to create procedural scenes, generating realistic terrains, designing city layouts with traffic systems, and crafting organic caves and mazes. By the end, you'll be equipped to create unique and replayable environments that bring your game ideas to life.

What You Will Learn

After completing this book, you will be able to:

  • Read Files and Generate Worlds from Data: Learn how to create game worlds by reading arrays, files, and XML, allowing for data-driven environments.
  • Generate Procedural Terrain with Perlin Noise: Use noise functions, custom shaders, and meshes to create varied landscapes with hills, valleys, and unique terrain features.
  • Design Procedural Cities with Traffic Systems: Develop structured city layouts with roads, buildings, and traffic systems that mimic real-life urban environments.
  • Create Natural Cave Systems with Cellular Automata: Use cellular automata to generate organic cave formations for immersive exploration.
  • Build Mazes Using Binary Tree Algorithms: Implement and understand the Binary Tree algorithm to design complex, navigable mazes.
  • Optimize and Structure Code for Procedural Generation: Develop efficient code for smooth, real-time generation and optimize your project to handle complex procedural content.


Topics Included in This Book

  • Reading Files and Creating Scenes Procedurally: Learn to build game worlds from arrays, files, and XML data, enabling flexible, data-driven environments.
  • Procedural Terrain Generation with Perlin Noise: Use noise functions, custom shaders, and mesh manipulation to create diverse landscapes.
  • Procedural City Generation with Traffic Systems: Develop urban layouts with streets, buildings, and working traffic systems for a realistic city experience.
  • Cellular Automata for Cave Creation: Create natural cave systems that mimic organic formations, adding depth to your game worlds.
  • Procedural Maze Generation Using Binary Tree Algorithms: Design complex, player-navigable mazes for dungeons or puzzles.
  • Combining Techniques for Complex Worlds: Learn to integrate these procedural elements to form seamless, immersive game environments.
  • Optimization and Performance Tips: Make your procedurally generated worlds efficient and smooth for gameplay.
  • Preparing Procedural Content for Gameplay: Publish and polish your worlds to be ready for use in Unity games.


Unleash Your Procedural Generation Potential Today

This book is crafted to make procedural generation in Unity approachable, exciting, and practical. With beginner-friendly tutorials, real-world examples, and step-by-step guidance, you'll gain confidence in creating dynamic, procedurally generated game worlds. Start your journey into procedural generation todaygrab your copy of Procedural World Building With Unity and C# and unlock the power to create endless, captivating game environments!


Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, CY, CZ, D, DK, EW, E, FIN, F, GR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.

Autorenporträt
Patrick Felicia is a lecturer and researcher at Waterford Institute of Technology, where he teaches and supervises undergraduate and postgraduate students. He obtained his MSc in Multimedia Technology in 2003 and PhD in Computer Science in 2009 from University College Cork, Ireland. He has published several books and articles on the use of video games for educational purposes, including the Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (published by IGI), and Digital Games in Schools: a Handbook for Teachers, published by European Schoolnet. Patrick is also the Editor-in-chief of the International Journal of Game-Based Learning (IJGBL), and the Conference Director of the Irish Symposium on Game-Based Learning, a popular conference on games and learning organized throughout Ireland.