My Account Log in

1 option

Procedural Generation in Godot : Learn to Generate Enjoyable Content for Your Games / by Christopher Pitt.

O'Reilly Online Learning: Academic/Public Library Edition Available online

View online
Format:
Book
Author/Creator:
Pitt, Christopher, author.
Language:
English
Subjects (All):
Video games--Programming.
Video games.
Open source software.
Game Development.
Open Source.
Local Subjects:
Game Development.
Open Source.
Physical Description:
1 online resource (257 pages)
Edition:
1st ed. 2023.
Place of Publication:
Berkeley, CA : Apress : Imprint: Apress, 2023.
Summary:
Learn the tricks of simple procedural generation and how various genres, such as racing simulators, platformers, and roguelikes, can all benefit from these techniques. In this book, you'll learn how to combine hand-crafted content with algorithms to create immersive and beautiful environments. You'll learn how to create a seeding system, so that you can replay great levels with your friends. We'll cover how to create good tilesets, how to use the tilemap editor effectively, and how to inject just the right amount of logic into an otherwise automated machine that is your own personal procedural content generation engine. We will use 2D examples to demonstrate the concepts covered throughout the book. By the time you complete this book, you’ll have a good handle on how to add procedural generation to your games. What You Will Learn Learn to set up the perfect content generation system Master the tools for randomization and repeatability Understand how much content to craft versus how much to generate Who This Book Is For Basic familiarity with the Godot engine and GDScript is essential. While all concepts are explained in the book, it can be overwhelming learning these techniques at the same time as learning the engine.
Contents:
Chapter 1: Hand crafted vs. Procedural
Chapter 2: Generating with Nodes
Chapter 3: Generating with Tiles
Chapter 4: Recreating Sokoban
Chapter 5: Designing Levels in Pixel Art
Chapter 6: Creating a Seeding System
Chapter 7: Recreating Bouncy Cars
Chapter 8: Navigating in Generated Levels
Chapter 9: Randomized Collective Nodes within a Generated Map
Chapter 10: Recreating Invasion
Chapter 11: Paths and Path Followers
Chapter 12: Interaction Systems
Chapter 13: Recreating This War of Mine.
Notes:
Includes index.
Other Format:
Print version: Pitt, Christopher Procedural Generation in Godot
ISBN:
9781484287958
1484287959
OCLC:
1363102230

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account