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

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 ...

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