Master Procedural Maze & Dungeon Generation

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游戏开发中的程序生成有助于算法生成独特的计算机创建环境和游戏体验。强大之处在于它能够动态地自动开发游戏内容,从而减少游戏设计师所需的工作量。

但是,要实施这样的策略,程序员和艺术家需要做大量的准备工作。彻底了解游戏开发硬币的双方(技术/逻辑和艺术/设计)在程序生成中所扮演的角色是成功实施的关键。在本课程中,Penny 和 Mike 为程序员和艺术家带来了独特的体验,并将他们的技能与多年的行业和学术知识相结合,为您带来全面的学习体验,您将在其中找到内容和宝贵的掌握。

本课程使用 Unity 2020.1 和 Blender 2.9,并且兼容 Windows 和 Mac。

Mike 将首先教您如何对六个独立的模块化网格进行建模,这些网格可以完美地组合在一起以生成整个迷宫。他将带您从那里开始构建地牢,其中每个模块都是使用较小的模型子集创建的,这些模型可以混合和匹配以加快您的设计工作流程和游戏资产的制作。您将创建一组带有管道的下水道部件,这些部件可以卡在一起构建迷宫,然后创建砖砌纹理元素来定义地牢。完成后,每个模型都可以在 Unity 中使用。

Penny 将引导您完成 Unity 游戏引擎中的大量练习,这些练习将检查使用几何学和数学的魔力将模块化模型片段拼接在一起以形成无限的迷宫和地牢可能性的逻辑,值得任何狂热的 3D 游戏玩家。她将使用您在 Blender 中与 Mike 创建的作品,并通过各种迷宫生成算法向您展示可能性,从非常随机的环境到遍历整个地图的完美迷宫。她还将与您一起创建具有各种房间和相互连接的走廊的地下城,然后再探索多级地图,使用 A* 算法进行寻路和选择完整迷宫或地下城的可遍历子集。

在本课程结束时,您将拥有一个多学科技能工具包,这将使您比其他“只是程序员”或“只是艺术家”的人更有优势。从这个角度理解将设计和逻辑紧密结合的游戏开发对于让你成为就业市场上有价值的商品或让你为运行独立运营做好准备至关重要。

 

MP4 | Video: h264, yuv420p, 1280×720 | Audio: aac, 44100 Hz | Duration: 20h 47m | 14.6 GB
Genre: eLearning | Language: English

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.

This course uses Unity 2020.1 and Blender 2.9 and is Windows and Mac compatible.

Mike will start by teaching you how to model six separate modular meshes that can be put together perfectly to generate an entire maze. He will take you from there into building pieces for a dungeon, where each module is created with a smaller subset of models that can be mixed and matched to speed up your design workflow and production of game assets. You’ll create a set of sewer pieces with pipework that snaps together to build a maze and later create the brickwork-textured elements to define a dungeon. Each model will be readied for use in Unity once completed.

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.

By the end of this course, you will have a multidisciplinary toolkit of skills that will give you the advantage over others who are “just programmers” or “just artists”. Understanding game development that tightly integrates both design and logic from this standpoint is critical to making you a valuable commodity in the job market or preparing you for running an indie operation.

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