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Procedural Generation in Godot - by  Christopher Pitt (Paperback) - 1 of 1

Procedural Generation in Godot - by Christopher Pitt (Paperback)

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About this item

Highlights

  • Learn the tricks of simple procedural generation and how various genres, such as racing simulators, platformers, and roguelikes, can all benefit from these techniques.
  • About the Author: Christopher Pitt is a developer living in South Africa.
  • 253 Pages
  • Computers, Programming

Description



Book Synopsis



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.



From the Back Cover



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.



About the Author



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.
Dimensions (Overall): 10.0 Inches (H) x 7.0 Inches (W) x .57 Inches (D)
Weight: 1.05 Pounds
Suggested Age: 22 Years and Up
Number of Pages: 253
Genre: Computers
Sub-Genre: Programming
Publisher: Apress
Theme: Games
Format: Paperback
Author: Christopher Pitt
Language: English
Street Date: January 18, 2023
TCIN: 94278407
UPC: 9781484287941
Item Number (DPCI): 247-25-3870
Origin: Made in the USA or Imported
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Shipping details

Estimated ship dimensions: 0.57 inches length x 7 inches width x 10 inches height
Estimated ship weight: 1.05 pounds
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