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Harness the power of procedural content generation to design unique
games with Unity About This Book * Learn the basics of PCG
development * Develop a 2D game from start to finish * Explore all
the different ways PCG can be applied in games Who This Book Is For
This book is for Unity game developers, especially those who work
on indie games. You should be familiar with Unity and C# scripting
but you'll be able to jump in and start learning PCG straightaway.
What You Will Learn * Understand the theory of Procedural Content
Generation * Learn the uses of Pseudo Random Numbers * Create
reusable algorithm designs for PCG * Evaluate the data structures
for PCG * Develop smaller games with larger amounts of content *
Generate content instead of spending time designing every minute
detail * Learn when and how to add PCG to your game * Learn the
fundamental techniques of PCG In Detail Procedural Content
Generation is a process by which game content is developed using
computer algorithms, rather than through the manual efforts of game
developers. This book teaches readers how to develop algorithms for
procedural generation that they can use in their own games. These
concepts are put into practice using C# and Unity is used as the
game development engine. This book provides the fundamentals of
learning and continued learning using PCG. You'll discover the
theory of PCG and the mighty Pseudo Random Number Generator. Random
numbers such as die rolls and card drafting provide the chance
factor that makes games fun and supplies spontaneity. This book
also takes you through the full development of a 2D game. Starting
with level generation, you'll learn how PCG can make the game
environment for you. You'll move into item generation and learn the
different techniques to procedurally create game items. Thereafter,
you'll be guided through the more abstract PCG areas such as
scaling difficulty to the player and even generating music! The
book helps you set up systems within your games where algorithms
create computationally generated levels, art assets, quests,
stories, characters, and weapons; these can substantially reduce
the burden of manually creating every aspect of the game. Finally,
you'll get to try out your new PCG skills on 3D terrain generation.
Style and approach An easy-to-follow, project-based guide that will
let you build a complete game by the end of the book using PCG.
"The earliest decisions that lead to development projects are among
the most critical in determining long-term success. This phase of
project development transforms exciting ideas into project
proposals, setting the stage for a variety of actions that will
eventually lead (if all goes well) to desirable results. From
deciding to propose a sanitation project in South Asia to selecting
approaches that strengthen school management in South America,
these decisions are the starting place of development. This book is
your guide to having assessing needs and then making essential
decisions about what to do next Needs assessments support this
early phase of project development with proven approaches for
gathering information and making justifiable decisions. Filled with
practical strategies, tools, and guides, you will find that this
book covers both large-scale formal needs assessments, as well as
less-formal assessments that guide daily decisions. Included in the
book is a blend of rigorous methods and realistic tools that can
help you make informed and reasoned decisions. Use the tools
featured in the book to conduct focus groups, develop surveys,
prioritize needs, and lead group decision-making; developing a
comprehensive, yet realistic, approach to identifying needs and
selecting among alternative ways forward."
At the end of the day, our jobs are all about results. The desire
to achieve useful results should guide your decisions on a daily
basis. This book's unique Performance by Design approach and
framework will systematically walk you through the processes,
procedures, tools and techniques that are most valuable in creating
performance systems that achieve results. In eight chapters, the
book sequentially describes each step in the Performance by Design
framework: What is performance Identify desired performance Define
success Define performance assessments Identify a set of solutions
Design and develop performance solutions Conduct formative
evaluations Continual improvements You'll learn how to combine
strategic plans, needs assessments and SWOT analysis results to
prioritize the accomplishments that are expected from your
improvement efforts. You'll understand the importance of using
agreed-upon performance objectives - rather than myths and
assumptions - to guide your decision-making. You'll learn how to
align performance interventions with those factors known to
contribute to the achievement of useful results. The book comes
with a variety of aids that will help you grasp the material -
including real-world examples, numerous figures and charts and a
glossary of key terms. This is the third of six books in the new
Defining and Delivering Successful Professional Practice Series
designed to define and deliver measurable performance improvement.
Code DDSPP3, Price, $19.95, 192 pp Dr. Ryan Watkins
E-LEARNING COMPANION serves as a resource and quick-reference guide
for any course that demands technology skills. In addition to
helping students adapt previously mastered skills--such as time
management, note-taking, and critical thinking--to the online
environment, this text shows students how social networking, cloud
file storage, wikis, and blogs can be utilized appropriately and
effectively in a college course. Technical terminology and how-to
tutorials help students become more capable and flexible online
learners, and build skills that will support them throughout
college and their future careers. The Fourth Edition is fully
updated to be current and relevant for today's online learning
environments, and also includes new Workplace Applications, and
coverage of professional behavior and professional emails.
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