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> Procedural Content Generation for Unity Game Development最新章節(jié)目錄
目錄(86章)
倒序
- 封面
- 版權(quán)頁(yè)
- Credits
- Disclaimer
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Pseudo Random Numbers
- Introducing PCG
- Usage of PCG
- Application of PCG
- Pseudo random numbers
- Random versus pseudo random numbers
- Challenge
- Summary
- Chapter 2. Roguelike Games
- An introduction to Roguelike games
- Why Roguelike?
- Our own Roguelike project
- Setting up the project
- Summary
- Chapter 3. Generating an Endless World
- Data structure choice
- PCG algorithm overview
- Scene setup
- Initial Game Board
- Summary
- Chapter 4. Generating Random Dungeons
- Algorithm design
- Data structures
- DungeonManager
- BoardManager
- Player
- GameManager
- Back to the Unity Editor
- Seeding the dungeon
- Challenge
- Summary
- Chapter 5. Randomized Items
- Generating health items in the game world
- Generating items in the dungeon
- Summary
- Chapter 6. Generating Modular Weapons
- PCG with modules
- Modular weapon scripts
- Adding a spawn point
- Adding a weapon pick up
- Adding scripted weapon animation
- Adding character facing directions
- Summary
- Chapter 7. Adaptive Difficulty
- Setting up sprites
- Adding enemies to the world board
- Adding enemies to the Dungeon Board
- Fighting the enemy
- Adaptive difficulty
- Summary
- Chapter 8. Generating Music
- Concept of music
- Summary
- Chapter 9. Generating a 3D Planet
- Adding a third dimension
- 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 更新時(shí)間:2021-07-16 09:42:30
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