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Main Page - Procedural Content Generation Wiki

Main Page - Procedural Content Generation Wiki

Terrain generation, Part 1 Hacking for Artists Tip of the day May 2013 Tip #67 – Get and set build order of scenes You can get access to the build order for scenes in your editor scripts by calling EditorBuildSettings.scenes. public class SceneDump { [MenuItem("Codefarts/Dump Scenes")] public static void Dump() { var parts = from part in EditorBuildSettings.scenes select string.Format("{0} - {1}", part.enabled, part.path); Debug.Log(string.Join("\r\n", parts.ToArray())); }} Tip #66 - QueueGameViewInputEvent Need to send simulated user input to the game window? Tip #65 – Get asset path of UnityEngine.Object Below is a simple bit of code that will attempt to retrieve the asset path of the prefab stored on disk. /// <summary>/// Gets the source path to a prefab if any./// </summary>/// <param name="prefab">The prefab reference to get the asset path for. April 2013 Tip #64 – Detect when unity compiles scripts If you have some editor scripts and you want to detect weather or not unity has compiled your scripts you can try this simple method. March 2013

Features - A Real-Time Procedural Universe, Part One: Generating Planetary Bodies There have been quite a few articles, web sites, and books published in the past few years that talk about generating game worlds procedurally. As game worlds have become larger and more complex, it has become less practical for game designers to generate every detail by hand. Mathematical procedures of all sorts have been around for quite a while to generate different types of texture maps, terrain, and 3D objects. If you want an excellent example of procedural modeling and texturing in action, take a look at Terragen. If you've been interested in procedural texturing and modeling for even half the amount of time I have, you've probably read many of the same articles and web sites I've read. This article is the first part in a series that will explain how to procedurally generate an entire universe and render it real-time at any level of detail in a game engine. Planetary Bodies: Static vs. The fault line (or plane) algorithm is an example of what I call a "static" algorithm.

Hacking Secret Ciphers with Python - Chapters Chapter 1 Read online: Chapter 1 - Making Paper Cryptography Tools PDF of the Caesar Cipher WheelInteractive Virtual Cipher Wheel Chapter 2 Read online: Chapter 2 - Downloading and Installing Python Download Python 3Download Chapter 3 Read online: Chapter 3 - The Interactive Shell Chapter 4 Read online: Chapter 4 - String and Writing Programs Download source: Copy source to clipboard: Use the online diff tool to find typos in your code: Chapter 5 Read online: Chapter 5 - The Reverse Cipher Download source: Use the online diff tool to find typos in your code: Chapter 6 Read online: Chapter 6 - The Caesar Cipher Download source: Use the online diff tool to find typos in your code: Download source: Use the online diff tool to find typos in your code: Download source: Use the online diff tool to find typos in your code: Download source: Chapter 7

2D ColliderGen | PIXELCLOUD GAMES Buy Now on the Unity Asset Store An Extension for the Unity GameEngine NEW: Animated Colliders for Unity 4.3 Sprite Animations. Support for Unity 4.3 Sprites and PolygonCollider2D. Supports Windows Phone 8 target platform. Supports infinite holes and islands within a single image. Links to Supported 2D Frameworks Links to the websites of the great 2D packages we officially support. Frequently Asked Questions (FAQ) Q Does 2D ColliderGen work with other 2D frameworks? A Yes – just attach an AlphaMeshCollider to your object. Then by default, the main texture of the object is used. Q Does 2D ColliderGen have any impact on the game’s framerate? A No – it does nothing but add a MeshCollider or PolygonCollider2D. Be sure to use the outline vertex count parameter of the AlphaMeshCollider to optimize the vertex count according to your shape – the fewer vertices, the better. Q Can I use 2D ColliderGen to update colliders during runtime? A Yes – Unity4.3 Sprite Animations are supported out of the box.

Noel Berry Over the last several months I have been researching and experimenting with different types of procedurally generated maps. I was working on a top down, zelda-like game that used procedural generation to create the dungeons throughout which the player would explore, encountering monsters and hidden treasures. Development never got to far on this game, but it was a great learning experience and I got my maps to a state I was really happy with. Over the last week, I’ve been doing more procedural generation for a game that my brother, Liam, and I are creating. It’s going to be a rather simplistic and casual game when done, but one of the most exciting things about it is that every level is completely generated from scratch, creating rich, varying, environments every time you play. Before I explain anything, make sure you’ve actually seen how the generation looks in-game. THE MINER Once the map is created, I then create a “miner”. TINY ISLANDS These cells were a group of 4 cells.