Procedural Content Generation for Games

Lingua: inglese

Editore: Apress Okt 2025, 2025

9798868817861

Da: Books-by-Floh, Paderborn, GermaniaBooks-by-Floh

Venditore con 5 stelle

Venditore AbeBooks dal 13 marzo 2026

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Condizione: Nuovo

EUR 87,88

EUR 105,00 spedizione 
Spedito da Germania a U.S.A.

Quantità: 2 disponibili

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Descrizione dell’articolo da parte del venditore

Neuware -Learn to procedurally generate 3D content for your next game or simulation using the Blender Python API and geometry nodes. Automate parts of your asset creation pipeline while producing a starter library of environments, weapons, and other objects ready to use in your next Unreal project.You will start by getting comfortable with generating geometry in Blender Python by automating hand modeling basics, like blocking out weapon meshes by combining primitives and manipulating them with your favorite operators and modifiers. After that youll take a deep dive in geometry nodes and tackle projects such as adding Voronoi cracks and creating sliceform versions of any mesh. Building on your Blender Python skills, youll progress to fractal methods for generating realistic terrain, followed by grammar-based approaches such as L-systems for producing lifelike plants. Prefer environments based on real-world locations Find out how to generate 3D contents based on GIS data, such as city skylines from building footprints, and 3D terrain from Digital Elevation Models (DEM). Along the way, you will also learn techniques for incorporating parametric modeling into your procedural system to optionally control chosen aspects of the generation process, to ensure that only meaningful variations coherent with the overall design are produced.Whether you are looking to generate stylized content that aligns with your artistic vision, or realistic environments true to their real-world counterparts, this book will add a variety of practical (and fun) techniques to your procedural generation arsenal. What You Will Learn¿ ¿ ¿ ¿ Combine parametric modeling with procedural generation to control chosen aspects of the creative process and influence the types of variations in the output Who Is This Book ForThis book is for software developers who want to procedurally generate 3D assets and environments for their game or simulation project. Readers with high-level understanding of the 3D content pipeline and either already using Blender or are interested in learning the basics on their own would benefit from the book. In addition, the ideal readers will already know some Python basics or are motivated to pick them up along the way from resources outside the book. 532 pp. Englisch.…

Codice articolo 9798868817861

Titolo
Procedural Content Generation for Games
Autore
Isabel Lupiani
Editore
Apress Okt 2025
Anno di pubblicazione
2025
Condizione
Neu
Rilegatura
Taschenbuch
Lingua
inglese
ISBN 13
9798868817861
Peso dell'articolo
1017 grammi
Dimensioni
253x180x35 mm

Books-by-Floh

Paderborn, Germania

Venditore con 5 stelle

Venditore AbeBooks dal 13 marzo 2026

Tariffe di spedizione da Germania a U.S.A.

ArticoloDa 60 a 60 giorni lavorativiDa 60 a 60 giorni lavorativi
Primo articoloEUR 105,00EUR 130,00
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