虚幻引擎程序化资源生成框架PCG(Procedural Content Generation Framework) 之 PCGGraph节点详解Filter系列

目前PCG(Procedural Content Generation Framework) 相关文档还很少,尝试写一些使用心得

Density Filter

点(Point)过滤器:输出Density值在Lower Bound和Upper Bound之间的点。

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Point Filter

点(Point)过滤器:和Density Filter很相似,只不过这个功能更多,可以针对指定的属性和指定的运算进行过滤。

Self Pruning

点(Point)过滤器:通过每个点的Bound进行碰撞(重叠)检测,除去Bound重叠的点。

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Filter By Tag

通道过滤器:保留或除去包含指定Tag的通道。看下面这个例子:

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Intersect With Tagged Actors Geometry

点(Point)过滤器:用StaticMesh定义一个范围,过滤掉范围内或范围以外的点

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Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library About This Book This book contains a bespoke Simple and Fast Multimedia Library (SFML) game engine with complete online documentation Through this book, you'll create games that are non-predictable and dynamic and have a high replayability factor Get a breakdown of the key techniques and approaches applied to a real game. Who This Book Is For If you are a game developer who is familiar with C++ and is looking to create bigger and more dynamic games, then this book is for you. The book assumes some prior experience with C++, but any intermediate concepts are clarified in detail. No prior experience with SFML is required. What You Will Learn Discover the systems and ideology that lie at the heart of procedural systems Use Random number generation (RNG) with C++ data types to create random but controlled results Build levels procedurally with randomly located items and events Create dynamic game objects at runtime Construct games using a component-based approach Assemble non-predictable game events and scenarios Operate procedural generation to create dynamic content fast and easily Generate game environments for endless replayability Table of Contents Chapter 1. An Introduction to Procedural Generation Chapter 2. Project Setup and Breakdown Chapter 3. Using RNG with C++ Data Types Chapter 4. Procedurally Populating Game Environments Chapter 5. Creating Unique and Randomized Game Objects Chapter 6. Procedurally Generating Art Chapter 7. Procedurally Modifying Audio Chapter 8. Procedural Behavior and Mechanics Chapter 9. Procedural Dungeon Generation Chapter 10. Component-Based Architecture Chapter 11. Epilogue
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