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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

Chapter 5. Creating Unique and Randomized Game Objects

In this chapter, we're going to make our classes more random. We touched on a similar subject matter in Chapter 3, Using RNG with C++ Data Types, by giving the player random stats, so we'll continue further down that path and build bigger, more versatile procedural classes.

Having game items generated randomly is a great way to bring versatility and replayability to a game. For example, all the weapons in Borderlands are generated randomly; each chest and loot drop will contain a unique item. It brings an element of unknown to the game, and each time you find an item there's no knowing what it could be.

In this chapter, we'll cover the following topics:

  • Giving objects random sprites
  • Generating random traits for our player
  • Assigning stats randomly
  • Procedurally generating a range of game items
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