Procedural Content Generation for Games
Procedural Content Generation for Games, Apress
Automate 3D Asset and Environment Creation with Blender Python and Geometry Nodes
Von Isabel Lupiani, im heise shop in digitaler Fassung erhältlich
Produktinformationen "Procedural Content Generation for Games"
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 For
This 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.
Chapter 1: Overview of Procedural Content Generation Methods.- Chapter 2:
Blender Python Game Weapon Generator: Part 1.- Chapter 3: Blender Python Game
Weapon Generator: Part 2.- Chapter 4: Generating Materials with Geometry Nodes,
Python, and Shader Nodes.- Chapter 5: Editing and Generating Meshes with
Geometry Nodes.- Chapter 6: Fractal Terrain Generation.- Chapter 7: L-Systems
for Plant Generation.- Chapter 8: GIS Based Generation Part 1 - Skylines from
Building Footprints.- Chapter 9: GIS Based Generation Part 2 - Terrain from
Digital Elevation Models (DEM).- Chapter 10: Import Generated Geometry Into
Unreal.
Artikel-Details
- Anbieter:
- Apress
- Autor:
- Isabel Lupiani
- Artikelnummer:
- 9798868817878
- Veröffentlicht:
- 19.10.25
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