{"schemaVersion":1,"record":{"key":"resource/pcg-book","type":"resource","id":"pcg-book","lang":"en","title":"Procedural Content Generation in Games","summary":"Explains generation of dungeons, terrain, rules and quests, along with ways to evaluate generators. Useful for distinguishing randomness from controllable quality.","updatedAt":null,"status":"active","url":"https://gamemechanics.pro/en/resources/#resource-pcg-book","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/pcg-book.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/pcg-book.md","aliases":[],"tags":["book","","engineering"],"sourceIds":["source-25321173b5d622c4"],"sources":[{"id":"source-25321173b5d622c4","title":"Procedural Content Generation in Games","url":"https://www.pcgbook.com/","verifiedAt":null}],"sections":[{"id":"principle","title":"When to use it","body":"Explains generation of dungeons, terrain, rules and quests, along with ways to evaluate generators. Useful for distinguishing randomness from controllable quality."},{"id":"access","title":"Access","body":"The final author versions of the 2016 chapters are legally available as PDFs. The book covers foundational PCG methods."},{"id":"practice","title":"Try it","body":"Use the constructive-generation chapter to build a room generator and a connectivity check."}],"relations":[],"placements":[],"supersededBy":[],"attributes":{"kind":"book","format":null,"language":"en","authors":"Noor Shaker, Julian Togelius, Mark J. Nelson"},"endsAt":null,"provenance":"Original editorial recommendation. The external material retains its author’s rights.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors"}}