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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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Chapter 1. Pseudo Random Numbers

This chapter will introduce the idea of procedural content generation and one highly useful component, pseudo random numbers. Later in the chapter, you will use pseudo random numbers to create a derivation of the classic Hello World program. For convenience, procedural content generation will be abbreviated to PCG for the remainder of the text. Let's also abbreviate pseudo random numbers to PRNs.

Here's a quick overview of what the chapter will cover and what you will learn:

  • Define PCG: What it is and what you can do with it
  • Discover PRN generation
  • Learn how PRNs relate to PCG
  • Use PRNs in our first program
  • Develop a new randomized PCG like the Hello World program

In this chapter, we will complete a very simple step-by-step example. The example in this chapter will be simple enough to help introduce newcomers to Unity and also serve as a refresher to those coming back after some time away. However, it is important to remember that the successive examples will be much more involved. It is best that you are fundamentally familiar with Unity and C# scripting in Unity.

Note

Unity Technologies offers a range of tutorials for beginners at https://unity3d.com/learn/tutorials.

You can also reference the Unity Documentation if you need to know the usage of any specific part of Unity at http://docs.unity3d.com/Manual/index.html.

Now, let's dive in and start learning.

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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