Skip to Content
Procedural Content Generation for Unity Game Development
book

Procedural Content Generation for Unity Game Development

by Ryan Watkins
January 2016
Beginner
260 pages
5h 48m
English
Packt Publishing
Content preview from Procedural Content Generation for Unity Game Development

Random versus pseudo random numbers

The most important distinction to make is that PRNs are not random numbers. A truly random event would be something like a die roll. We could write some sort of physics simulation to simulate a die roll to achieve a random number. We could also take the static from a TV screen and plot it on an XY plane and take a single point to represent a random number. However, PRNs are preferred in game programming because they are easier to generate. The preceding examples would take too much processing power as they are a fairly complex idea. But a PRN generator is an equation that calculates a string of numbers. This also produces an added benefit of being able to find our way back to a certain generated result.

You could ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

2D Game Development with Unity

2D Game Development with Unity

Franz Lanzinger
Unity Game Development Cookbook

Unity Game Development Cookbook

Paris Buttfield-Addison, Jon Manning, Tim Nugent

Publisher Resources

ISBN: 9781785287473Supplemental Content