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Procedural Content Generation for Unity Game Development by Ryan Watkins

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Chapter 10. Generating the Future

Throughout the book you've learned a lot about the concept of PCG and its different forms. You have also had the chance to experience PCG, first hand, by designing and implementing PCG algorithms. You built the core game play of a 2D Roguelike game that can generate content forever. You also implemented a 3D planet generator that not only looked good from afar, but we were also able to explore it in first person.

PCG doesn't end there though. There are still a lot of topics that we didn't cover such as generating textures and story lines or allowing the player to generate content. There is a lot that can be done and has yet to be done in the world of PCG for games.

In this chapter, we will go over the main categories ...

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