Procedural Content Generation for Games

Idioma: inglés

Editorial: APress, US, 2025

9798868817861

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Librería: Rarewaves USA, HEBRON, KY, Estados Unidos de AmericaRarewaves USA

Vendedor de 5 estrellas

Vendedor de IberLibro desde 10 de junio de 2025

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Descripción del artículo del vendedor

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 you'll 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, you'll 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?        Automate 3D modeling steps traditionally done by hand with the Blender Python API and geometry nodes?        Access Blender features such as nodes, modifiers, and operators from scripts?        Programmatically generate stylized as well as realistic game assets and environments?        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.…

N° de ref. del artículo LU-9798868817861

Título
Procedural Content Generation for Games
Autor
Isabel Lupiani
Editorial
APress, US
Año de publicación
2025
Estado
New
Encuadernación
Paperback
Idioma
inglés
ISBN 13
9798868817861
Edición
1.
Dimensiones
17.78 x 2.72 x 25.4 cm

Rarewaves USA

HEBRON, KY, Estados Unidos de America

Vendedor de 5 estrellas

Vendedor de IberLibro desde 10 de junio de 2025

Tarifas de envío en Estados Unidos de America

ArtículoDe 13 a 14 días hábilesDe 13 a 16 días hábiles
Primer artículoEUR 0,00EUR 0,00
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Rarewaves USA

10100 West Sample Road, Ste 101
Coral Springs, FL Estados Unidos de America 33065