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Book Procedural Content Generation for Unity Game Development

Download or read book Procedural Content Generation for Unity Game Development written by Ryan Watkins and published by Packt Publishing Ltd. This book was released on 2016-01-30 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: Harness the power of procedural content generation to design unique games with Unity About This Book Learn the basics of PCG development Develop a 2D game from start to finish Explore all the different ways PCG can be applied in games Who This Book Is For This book is for Unity game developers, especially those who work on indie games. You should be familiar with Unity and C# scripting but you'll be able to jump in and start learning PCG straightaway. What You Will Learn Understand the theory of Procedural Content Generation Learn the uses of Pseudo Random Numbers Create reusable algorithm designs for PCG Evaluate the data structures for PCG Develop smaller games with larger amounts of content Generate content instead of spending time designing every minute detail Learn when and how to add PCG to your game Learn the fundamental techniques of PCG In Detail 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. Style and approach An easy-to-follow, project-based guide that will let you build a complete game by the end of the book using PCG.

Book Procedural Content Generation for C   Game Development

Download or read book Procedural Content Generation for C Game Development written by Dale Green and published by Packt Publishing Ltd. This book was released on 2016-01-30 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library About This Book This book contains a bespoke Simple and Fast Multimedia Library (SFML) game engine with complete online documentation Through this book, you'll create games that are non-predictable and dynamic and have a high replayability factor Get a breakdown of the key techniques and approaches applied to a real game. Who This Book Is For If you are a game developer who is familiar with C++ and is looking to create bigger and more dynamic games, then this book is for you. The book assumes some prior experience with C++, but any intermediate concepts are clarified in detail. No prior experience with SFML is required. What You Will Learn Discover the systems and ideology that lie at the heart of procedural systems Use Random number generation (RNG) with C++ data types to create random but controlled results Build levels procedurally with randomly located items and events Create dynamic game objects at runtime Construct games using a component-based approach Assemble non-predictable game events and scenarios Operate procedural generation to create dynamic content fast and easily Generate game environments for endless replayability In Detail Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn't just one technique, it's a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It's at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease. Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we'll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We'll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you'll also have a working roguelike game that you will have extended using the examples provided. Style and approach This is an easy-to-follow guide where each topic is explained clearly and thoroughly through the use of a bespoke example, then implemented in a real game project.

Book Procedural Content Generation in Games

Download or read book Procedural Content Generation in Games written by Noor Shaker and published by Springer. This book was released on 2016-10-18 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.

Book Procedural Generation in Game Design

Download or read book Procedural Generation in Game Design written by Tanya Short and published by CRC Press. This book was released on 2017-06-12 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design

Book Game Dynamics

    Book Details:
  • Author : Oliver Korn
  • Publisher : Springer
  • Release : 2017-03-29
  • ISBN : 3319530887
  • Pages : 177 pages

Download or read book Game Dynamics written by Oliver Korn and published by Springer. This book was released on 2017-03-29 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.

Book Procedural Storytelling in Game Design

Download or read book Procedural Storytelling in Game Design written by Tanya X. Short and published by CRC Press. This book was released on 2019-03-14 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World’s finest guide for how to begin thinking about procedural design

Book Unity Game Optimization

    Book Details:
  • Author : Dr. Davide Aversa
  • Publisher : Packt Publishing Ltd
  • Release : 2019-11-29
  • ISBN : 1838552294
  • Pages : 393 pages

Download or read book Unity Game Optimization written by Dr. Davide Aversa and published by Packt Publishing Ltd. This book was released on 2019-11-29 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get up to speed with a series of performance-enhancing coding techniques and methods that will help you improve the performance of your Unity applications Key FeaturesOptimize graphically intensive games using the latest features of Unity such as Entity Component System (ECS) and the Burst compilerExplore techniques for solving performance issues with your VR projectsLearn best practices for project organization to save time through an improved workflowBook Description Unity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development, from game characters and scripts, right through to animations. You’ll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. You’ll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity, gaining insights into detecting performance issues and performing root cause analysis. As you progress, you’ll discover best practices for your Unity C# script code and get to grips with usage patterns. Later, you’ll be able to optimize audio resources and texture files, along with effectively storing and using resource files. You’ll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this, you’ll learn how to optimize the memory and processing unit of Unity. Finally, you’ll cover tips and tricks used by Unity professionals to improve the project workflow. By the end of this book, you’ll have developed the skills you need to build interactive games using Unity and its components. What you will learnApply the Unity Profiler to find bottlenecks in your app, and discover how to resolve themDiscover performance problems that are critical for VR projects and learn how to tackle themEnhance shaders in an accessible way, optimizing them with subtle yet effective performance tweaksUse the physics engine to keep scenes as dynamic as possibleOrganize, filter, and compress art assets to maximize performance while maintaining high qualityUse the Mono framework and C# to implement low-level enhancements that maximize memory usage and prevent garbage collectionWho this book is for The book is intended for intermediate Unity game developers who wants to maximize the performance of their game. The book assumes familiarity with C# programming.

Book Game Programming Patterns

Download or read book Game Programming Patterns written by Robert Nystrom and published by Genever Benning. This book was released on 2014-11-03 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Book Unity Artificial Intelligence Programming

Download or read book Unity Artificial Intelligence Programming written by Dr. Davide Aversa and published by Packt Publishing Ltd. This book was released on 2018-11-30 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Unity 2018 provides game and app developers with a variety of tools to implement Artificial Intelligence(AI). Leveraging these tools via Unity's API allows limitless possibilities for creating your game's worlds and characters. This edition will break down AI into simple concepts to give you a fundamental understanding of the topic to build upon.

Book Beginning 3D Game Development with Unity

Download or read book Beginning 3D Game Development with Unity written by Sue Blackman and published by Apress. This book was released on 2011-08-18 with total page 985 pages. Available in PDF, EPUB and Kindle. Book excerpt: Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

Book Frontier Computing

Download or read book Frontier Computing written by Jason C. Hung and published by Springer Nature. This book was released on 2020-02-25 with total page 1831 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gathers the proceedings of the 9th International Conference on Frontier Computing, held in Kyushu, Japan on July 9–12, 2019, and provides comprehensive coverage of the latest advances and trends in information technology, science and engineering. It addresses a number of broad themes, including communication networks, business intelligence and knowledge management, web intelligence, and related fields that inspire the development of information technology. The respective contributions cover a wide range of topics: database and data mining, networking and communications, web and internet of things, embedded systems, soft computing, social network analysis, security and privacy, optical communication, and ubiquitous/pervasive computing. Many of the papers outline promising future research directions, and the book will benefit students, researchers and professionals alike. Further, it offers a useful reference guide for newcomers to the field.

Book Artificial Intelligence and Games

Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.

Book Applications of Evolutionary Computation

Download or read book Applications of Evolutionary Computation written by Cecilia Di Chio and published by Springer. This book was released on 2010-04-03 with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt: Evolutionary Computation (EC) techniques are e?cient, nature-inspired me- ods based on the principles of natural evolution and genetics. Due to their - ciency and simple underlying principles, these methods can be used for a diverse rangeofactivitiesincludingproblemsolving,optimization,machinelearningand pattern recognition. A large and continuously increasing number of researchers and professionals make use of EC techniques in various application domains. This volume presents a careful selection of relevant EC examples combined with a thorough examination of the techniques used in EC. The papers in the volume illustrate the current state of the art in the application of EC and should help and inspire researchers and professionals to develop e?cient EC methods for design and problem solving. All papers in this book were presented during EvoApplications 2010, which included a range of events on application-oriented aspects of EC. Since 1998, EvoApplications — formerly known as EvoWorkshops— has provided a unique opportunity for EC researchers to meet and discuss application aspects of EC and has been an important link between EC research and its application in a variety of domains. During these 12 years, new events have arisen, some have disappeared,whileothershavematuredtobecomeconferencesoftheirown,such as EuroGP in 2000, EvoCOP in 2004, and EvoBIO in 2007. And from this year, EvoApplications has become a conference as well.

Book Unity from Zero to Proficiency  Proficient

Download or read book Unity from Zero to Proficiency Proficient written by Patrick Felicia and published by Patrick Felicia. This book was released on 2019-10-15 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Edition, Published in September 2019 Content and structure of this book In this book, the fifth book in the series, you will become comfortable with creating your own RPG. If you were ever interested in creating systems for your game to speed-up your coding and create and maintain levels easily, then this book is for you. The book includes a list of the learning objectives at the start of each chapter, step-by-step activities, and quizzes to test your knowledge, and the content of each chapter is as follows: - Chapter 1 gives an introduction to the RPG genre. You will learn the design principles that will help you to speed-up your development process. - Chapter 2 helps you to create and animate your main 3D character, add a camera that will follow this character as well as a mini-map. You will also learn to use ProBuilder to create a village. - Chapter 3 explains how to create a dialogue system from an XML file, and how to integrate it seamlessly into your game. - Chapter 4 explains how you can create a simple inventory system and use it to collect, store, and use items that you will find in your quest. - Chapter 5 shows you how to create a shop where the player can buy items that will then be added to the inventory. - Chapter 6 explains how you can create different types of animated and intelligent NPCs that will challenge the player. - Chapter 7 explains how you can create a quest system based on an XML file to manage the objectives for each of your levels. You will learn to read, and use this file for your game. - Chapter 8 explains how you can create an XP attribution system where the player can use the Xps gained in the previous level to increase his/her skills (e.g., accuracy, power, etc.) - Chapter 9 shows you how you can create a maze randomly using a procedural method so that the maze is different every time the game is played. - Chapter 10 combines the skills that you have learned so far to create a final level where the player needs to eliminate guards, collect gold, and also defeat the boss. After reading this book you will become a better game programmer, improve your knowledge of coding and unity, understand how to make a more complex product, learn some techniques to make an RPG game more modular, especially the quest system, use reusable code/assets that you can employ in your own game, create an inventory for your characters and much more... If you want to get started with your first RPG in Unity and learn reusable systems for your other games, using a tried-and-tested method: buy this book now!

Book Game Character Creation with Blender and Unity

Download or read book Game Character Creation with Blender and Unity written by Chris Totten and published by John Wiley & Sons. This book was released on 2012-06-01 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete guide to creating usable, realistic game characters with two powerful tools Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the process Artists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledge Provides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and export Emphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engine Whether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.

Book Pro Unity Game Development with C

Download or read book Pro Unity Game Development with C written by Alan Thorn and published by Apress. This book was released on 2014-05-29 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Pro Unity Game Development with C#, Alan Thorn, author of Learn Unity for 2D Game Development and experienced game developer, takes you through the complete C# workflow for developing a cross-platform first person shooter in Unity. C# is the most popular programming language for experienced Unity developers, helping them get the most out of what Unity offers. If you're already using C# with Unity and you want to take the next step in becoming an experienced, professional-level game developer, this is the book you need. Whether you are a student, an indie developer, or a season game dev professional, you'll find helpful C# examples of how to build intelligent enemies, create event systems and GUIs, develop save-game states, and lots more. You'll understand and apply powerful programming concepts such as singleton classes, component based design, resolution independence, delegates, and event driven programming. By the end of the book, you will have a complete first person shooter game up and running with Unity. Plus you'll be equipped with the know-how and techniques needed to deploy your own professional-grade C# games. If you already know a bit of C# and you want to improve your Unity skills, this is just the right book for you.

Book Java Game Development with LibGDX

Download or read book Java Game Development with LibGDX written by Lee Stemkoski and published by Apress. This book was released on 2018-01-17 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to design and create video games using the Java programming language and the LibGDX software library. Working through the examples in this book, you will create 12 game prototypes in a variety of popular genres, from collection-based and shoot-em-up arcade games to side-scrolling platformers and sword-fighting adventure games. With the flexibility provided by LibGDX, specialized genres such as card games, rhythm games, and visual novels are also covered in this book. Major updates in this edition include chapters covering advanced topics such as alternative sources of user input, procedural content generation, and advanced graphics. Appendices containing examples for game design documentation and a complete JavaDoc style listing of the extension classes developed in the book have also been added. What You Will Learn Create 12 complete video game projects Master advanced Java programming concepts, including data structures, encapsulation, inheritance, and algorithms, in the context of game development Gain practical experience with game design topics, including user interface design, gameplay balancing, and randomized content Integrate third-party components into projects, such as particle effects, tilemaps, and gamepad controllers Who This Book Is For The target audience has a desire to make video games, and an introductory level knowledge of basic Java programming. In particular, the reader need only be familiar with: variables, conditional statements, loops, and be able to write methods to accomplish simple tasks and classes to store related data.