Procedural Generation in Godot
Apress (Verlag)
978-1-4842-8794-1 (ISBN)
In this book, you'll learn how to combine hand-crafted content with algorithms to create immersive and beautiful environments.
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 andrepeatability
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.
Christopher Pitt is a developer living in South Africa. He has published a bunch of indie games, many of which use procedural content generation, on mobile, and desktop environments. Most of his games have been built in JavaScript or the Godot engine. He also likes to bake sweet things and build wood things.
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.
Erscheinungsdatum | 20.01.2023 |
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Zusatzinfo | 150 Illustrations, color; 4 Illustrations, black and white; XVI, 253 p. 154 illus., 150 illus. in color. |
Verlagsort | Berkley |
Sprache | englisch |
Maße | 178 x 254 mm |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
Schlagworte | Godot • Indie • Interaction Systems • Procedural Generation • Randomization • seeding |
ISBN-10 | 1-4842-8794-0 / 1484287940 |
ISBN-13 | 978-1-4842-8794-1 / 9781484287941 |
Zustand | Neuware |
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