Procedural Generation in Godot -  Christopher Pitt

Procedural Generation in Godot (eBook)

Learn to Generate Enjoyable Content for Your Games
eBook Download: PDF
2023 | 1. Auflage
XVI, 253 Seiten
Apress (Verlag)
978-1-4842-8795-8 (ISBN)
Systemvoraussetzungen
46,99 inkl. MwSt
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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.



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.

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 LearnLearn to set up the perfect content generation system Master the tools for randomization and repeatabilityUnderstand how much content to craft versus how much to generateWho This Book Is ForBasic 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.
Erscheint lt. Verlag 17.1.2023
Zusatzinfo XVI, 253 p. 154 illus., 150 illus. in color.
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
Schlagworte Godot • Indie • Interaction Systems • Procedural Generation • Randomization • seeding
ISBN-10 1-4842-8795-9 / 1484287959
ISBN-13 978-1-4842-8795-8 / 9781484287958
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