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Procedural Content Generation for Unity Game Development

You're reading from   Procedural Content Generation for Unity Game Development Harness the power of procedural content generation to design unique games with Unity

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785287473
Length 260 pages
Edition 1st Edition
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Author (1):
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Ryan Watkins Ryan Watkins
Author Profile Icon Ryan Watkins
Ryan Watkins
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Summary

So you learned quite a bit of theory in this chapter and just touched the surface of how to apply it to games in Unity. You went over an introduction to PCG and why and how to use it. You were also introduced to PRNs and to how they are generated. We discussed what makes PRNs different from your average random number and the benefit a seed provides. You also learned why and how to use PRNs and then completed an example expanding on the classic Hello World program.

So what's left? Well, we are gearing up to build a fully functional game throughout this book. We are going to look at some of the more popular applications of PCG in video games. In the next chapter, we are going to briefly get acquainted with Roguelike games, which is a popular game subgenre. Roguelike games are known for their procedurally generated content, so it is a perfect fit for our learning adventure.

You have been reading a chapter from
Procedural Content Generation for Unity Game Development
Published in: Jan 2016
Publisher:
ISBN-13: 9781785287473
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