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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

The complete game

These are the major systems changes that we'll implement. There will be lots in-between, but these examples will cover the major mechanics and skills that we will be using. When we reach the end of the book, you will have a fully working roguelike with an endless dungeon that is randomly generated, randomly generated items that spawn in random locations, procedural textures throughout the dungeon levels, and random enemies, all implemented with a flexible component-based architecture.

You will not only learn the skills needed to implement procedural generation in your own games, but also see how they all work in the context of one-another. Isolated exercises are great, but nothing beats working on a real-world example.

You have been reading a chapter from
Procedural Content Generation for C++ Game Development
Published in: Jan 2016
Publisher:
ISBN-13: 9781785886713
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