Genre: eLearning | MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | VTT | Size: 2.83 GB | Duration: 6h 15m
Learn interior-only random dungeon generation using a geomorph method that connects modular rooms and hallways in C#
What you’ll learn
Random Dungeon Generation
Connecting Rooms & Halls at Runtime
Learn how to manipulate prefabricated rooms and halls with C# scripting to generate a unique randomly generated dungeon for your video games in Unity. Included in the course are a set of modular room and hall tiles which we’ll use to create our dungeons. We’ll start in Blender where we will export the individual mesh information to an fbx file and then import them into Unity and convert them to prefabs that we can use in our project. Next, we’ll write a complete procedural C# script that uses those prefab tiles to generate intricate and endless variations of dungeons for your 3D games.
The course is intended for intermediate-level Unity game developers who have a strong desire to create random environments in an interior-only series of rooms and hallways. We’ll jump right into the code and write methods that perform specific functions while piecing everything together to produce the desired results.
You’ll also learn to recognize the tile requirements which will be useful if you decide to go shopping for tiles to add to your collection or if you want to create your own. This course is intended for video game developers with a desire for adding unpredictable environments to their games.
Who this course is for:
Intermediate Unity 3D Game Developers
C# Programmers who are interested in Procedural Dungeon Generation