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Mini Dragon Group (ages 6-7)

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John Ayers
John Ayers

Udemy ? Procedural Terrain Generation With Unity



In this course, Penny introduces procedural terrain generation techniques using her internationally acclaimed holistic teaching style and expertise from over 25 years of teaching, research and work in games and computer graphics. Throughout the course you will follow along with hands-on workshops, designed to teach you the fundamental techniques used for generating realistic virtual landscapes.




Udemy – Procedural Terrain Generation with Unity



Once you are confident with landscape formation, we'll move onto texturing the terrain with a variety of images that can be placed via splatmaps onto differing heights and gradients. Then, continue to decorate the terrain with trees, rocks and grass placed with an algorithmic approach before investigating erosion methods, that will add that extra level of realism.


Procedural generation in games and virtual environments lends itself to the algorithmic generation of infinitely unique computer-created experiences. Its potential lies in its ability to automatically develop digital content on demand, reducing the amount of work required by programmers and modellers. However, a lot of preparation is necessary for such a strategy to be implemented. A thorough understanding of the role that both sides of the game development coin (technical/logic and art/design) plays in procedural generation is key for a successful implementation. In this course, Penny and Mike bring a unique experience to both programmers and artists alike and combine their skills and many years of industry and academic knowledge to bring you a holistic learning experience, in which you will find content and invaluable mastery.


In Part A, Mike will be taking you through a series of stages, starting with blocking out your city with simple placeholders, a critical design step often overlooked. Taking those placeholders we add a little extra detail to start bringing the city to life and map out the road system properly. Once that warm-up is out of the way, Mike will start focusing on thinking in a more modular manner by looking at the fundamental building blocks required to make our assets. Then finally, we will move from placing the pieces manually to placing them automatically, first with Blender's Modifier Stack and finally completely procedurally using Blender 3.0's new Geometry Node system.


Use various algorithmic approaches to create procedurally generated content.Manipulated terrain meshes with code to create realistic looking landscapes.Texture terrain meshes procedurally.Discuss the design principles involved in producing aesthetically pleasing terrains.Manipulate the render settings in Unity to produce better looking camera results.Create custom Unity windows and graphical user interface elements for use inside the Editor.


You should be familiar with C# and the Unity Game Development Engine.You should have a healthy respect for mathematics.You should be fascinated by procedural generation and what it can accomplish.


In this course, Penny introduces procedural terrain generation techniques using her internationally acclaimed holistic teaching style and expertise from over 25 years of teaching, research and work in games and computer graphics. Throughout the course you will follow along with hands-on workshops, designed to teach you the fundamental techniques used for generating realistic virtual landscapes.


In this tutorial series, we are going to procedurally generate levels using Unity. In the first tutorial, we are going to use pseudorandom noise to generate height maps and choose terrain types according to the height in each part of our level. In the next tutorials, we are going to assign biomes for each part of the level and in the end, we are going to generate a level map object that can still be manually edited according to the game needs.


Our next step is to assign terrain types (such as water, grass, rock, mountain) to different height values. Also, each terrain type will have a color associated with it, so that we can add colors to our Level Tile.


Now, remove the Level Tiles from your scene and add a single Level object, with some tiles in the x and z axis. The figure below shows an example of a Level with 10 tiles in each axis. You may also want to change the Level Scale and Height Multiplier for the Level Tiles to make the level look better. In the figure below I used a Level Scale of 10 and a Height Multiplier of 5. However, you can still see some repeating patterns in the level, as well as some weird-shaped regions. So, our last step in this tutorial will be to polish a little bit the Noise Map generation to make the level look more natural.


And this concludes this procedural level generation tutorial! In the next one we are going to generate tempereatures and moisture values for our level, so that we can select biomes for different level areas.


In this course, Penny introduces procedural terrain generation techniques using her internationally acclaimed holistic teaching style and expertise from over 25 years of teaching, research and work in games and computer graphics. Through-out the course you will follow along with hands-on workshops designed to teach you the fundamental techniques used for generating realistic virtual landscapes.


Procedural generation in game development lends itself to the algorithmic generation of unique computer-created environments and gameplay experiences. The power is in its ability to automatically develop game content on the fly, reducing the amount of work required by the game designer. However, a lot of preparation by the programmers and artists is necessary for such a strategy to be implemented. A thorough understanding of the role that both sides of the game development coin (of technical/logic and art/design) play in procedural generation is key for a successful implementation. In this course, Penny and Mike bring a unique experience to both programmers and artists alike and combine their skills and many years of industry and academic knowledge, to bring you a holistic learning experience in which you will find content and invaluable mastery.


Penny will lead you through numerous exercises in the Unity game engine that examine the logic that will snap modular model pieces together using the magic of geometry and mathematics to form an infinite array of maze and dungeon possibilities, worthy of any avid 3D game player. She will take the pieces you create with Mike in Blender and work through a variety of maze generation algorithms to show you the possibilities, from very random environments to perfect mazes that traverse an entire map. She will also work with you to create dungeons with a variety of rooms and interconnecting corridors before exploring multilevel maps, using the A* algorithm for pathfinding and selecting traversable subsets of a complete maze or dungeon.


In it, you can learn how to procedurally generate meshes in Unity 5, 2017 and 2018. You'll start with simple shapes and work your way up to complex, fractal landscapes. This is a code-along style course where you'll learn how program meshes at each stage.


In this course, you will learn to procedurally generate meshes from geometric objects to worlds with randomly generated terrain. Many popular games use some form of procedural generation, from Minecraft to Dwarf Fortress. Mesh generation is just one aspect of procedural generation which encompasses topics such as texture generation, object placement, and even story generation.


Bad North (again) is an excellent example of this. Some levels have cliffs entirely banned, others have a lot of forestry, and others include ruins and graveyards. This gives each level a distinct feel, without you having to change generation style a great deal.


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