Procedural Generation in Godot
Learn to Generate Enjoyable Content for Your Games
(Sprache: Englisch)
Learn the tricks of simple procedural generation and how various genres, such as racing simulators, platformers, and roguelikes, can all benefit from these techniques.
In this book, you'll learn how to combine hand-crafted content with algorithms...
In this book, you'll learn how to combine hand-crafted content with algorithms...
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Produktdetails
Produktinformationen zu „Procedural Generation in Godot “
Klappentext zu „Procedural Generation in Godot “
Learn the tricks of simple procedural generation and how various genres, such as racing simulators, platformers, and roguelikes, can all benefit from these techniques.In this book, you'll learn how to combine hand-crafted content with algorithms to create immersive and beautiful environments. You'll learn how to create a seeding system, so that you can replay great levels with your friends. We'll cover how to create good tilesets, how to use the tilemap editor effectively, and how to inject just the right amount of logic into an otherwise automated machine that is your own personal procedural content generation engine.
We will use 2D examples to demonstrate the concepts covered throughout the book. By the time you complete this book, you'll have a good handle on how to add procedural generation to your games.
What You Will Learn
- Learn to set up the perfect content generation system
- Master the tools for randomization andrepeatability
- Understand how much content to craft versus how much to generate
Who This Book Is ForBasic familiarity with the Godot engine and GDScript is essential. While all concepts are explained in the book, it can be overwhelming learning these techniques at the same time as learning the engine.
Inhaltsverzeichnis zu „Procedural Generation in Godot “
Chapter 1: Hand crafted vs. Procedural.- Chapter 2: Generating with Nodes.- Chapter 3: Generating with Tiles.- Chapter 4: Recreating Sokoban.- Chapter 5: Designing Levels in Pixel Art.- Chapter 6: Creating a Seeding System.- Chapter 7: Recreating Bouncy Cars.- Chapter 8: Navigating in Generated Levels.- Chapter 9: Randomized Collective Nodes within a Generated Map.- Chapter 10: Recreating Invasion.- Chapter 11: Paths and Path Followers.- Chapter 12: Interaction Systems.- Chapter 13: Recreating This War of Mine.
Autoren-Porträt von Christopher Pitt
Christopher Pitt is a developer living in South Africa. He has published a bunch of indie games, many of which use procedural content generation, on mobile, and desktop environments. Most of his games have been built in JavaScript or the Godot engine. He also likes to bake sweet things and build wood things.Bibliographische Angaben
- Autor: Christopher Pitt
- 2023, 1st ed., XVI, 253 Seiten, 150 farbige Abbildungen, Masse: 17,8 x 25,4 cm, Kartoniert (TB), Englisch
- Verlag: Springer, Berlin
- ISBN-10: 1484287940
- ISBN-13: 9781484287941
Sprache:
Englisch
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