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![“Procedural Generation in Game Design (English Edition)”,作者:[Tanya Short, Tarn Adams]](https://images-cn.ssl-images-amazon.cn/images/I/51hCdcMaJ7L._SY346_.jpg)
Procedural Generation in Game Design (English Edition) 1第一 版本, Kindle电子书
Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction.This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually.Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.
Key Features:
- Introduces the differences between static/traditional game design and procedural game design
- Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways
- Includes industry leaders’ experiences and lessons from award-winning games
- World’s finest guide for how to begin thinking about procedural design
- ISBN-13978-1138743311
- 版本1st
- 出版社A K Peters/CRC Press
- 出版日期2017年6月12日
- 语言英语
- 文件大小7716 KB
基本信息
- ASIN : B071GL6NRD
- 出版社 : A K Peters/CRC Press; 第 1st 版 (2017年6月12日)
- 出版日期 : 2017年6月12日
- 语言 : 英语
- 文件大小 : 7716 KB
- 同步设备使用情况: : 根据出版商限制,最多 4 台同步设备
- 标准语音朗读 : 已启用
- X-Ray : 未启用
- 生词提示功能 : 未启用
- 纸书页数 : 340页
- > ISBN : 1498799191
- 亚马逊热销商品排名: 商品里排第213,903名Kindle商店 (查看Kindle商店商品销售排行榜)
- 商品里排第96名Puzzles & Games(拼图与游戏)
- 商品里排第318名Programming & Development(编程与开发)
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此商品在美国亚马逊上最有用的商品评论

It does warn you early into the book to not expect every problem to be solved instantly by PCG (a fair message) and it doesn't dig into the technical implementation details beyond a surface discussion.
This is NOT a technical recipe book for building a bunch of different PCG systems you can use in games.
Great starting point if you're interested in learning about PCG in other ways than you've already been exposed to.
The variety of authors is very beneficial since each topic has its complex gotchas. It feels as if the authors talking about subjects have grappled firsthand with the problems that you'd face within that topic.
The only minor fault is some of the charts don't line up with where you'd want them to be: 'As seen in Figure N-1' and Figure N-1 would turn out to be on the next page.



My only complaint is that I wanted to read essays from Tanya and Tarn too!
