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C# Procedural Random Dungeon Generator in Unity 3D & Blender
Learn interior-only random dungeon generation using a geomorph method that connects modular rooms and hallways in C#
Created by Billy McDaniel, offered on Udemy
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This course currently has a bestcourses score of 6.0/10, which makes it an average course. Overall, there are probably better courses available for this topic on our platform.
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.
What you will learn
- Random Dungeon Generation
- Connecting Rooms & Halls at Runtime
- Be somewhat familiar with Unity
- Familiarity with Blender is helpful but not required
- Familiarity with programming in C#