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Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

Project breakdown

Our game project started as a blank roguelike template with limited functionality, but with our work, we turned it into a fully fledged procedural roguelike game. Let's run through the project to identify how we used procedural generation to do so.

We'll also identify some further possible exercises for each chapter if you wish to explore the topic in detail. The goal of this book was to introduce you to the fundamentals of the topic, so hopefully you can hit the ground running as you take this further.

Procedurally populating environments

We started by spawning game items randomly around the level. This involved the generation of random numbers within a given range and using those as tile indices and enumerator values. This was the first time we used random numbers and enumerators to select random values and items, which is a technique that we relied heavily on throughout the course of the book.

If you wished to take this further, you could have a look at how to...

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