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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

Considerations


As with everything, there are two sides of the same coin. Therefore, despite the benefits that procedural level generation brings, there are some considerations and compromises that need to be made.

A lack of control

A lack of control is a common pitfall of procedural generation in general, but it's perhaps never more prevalent than when generating levels. Game levels are the arena in which our stories are told and our game mechanics are experimented with. Given that, they are usually handcrafted by dedicated level designers. Leaving this job to an algorithm results in a significant loss of control.

Games with simple mechanics and stories will generally fair okay, but if you have complex mechanics or a story that you want to tell in a particular way, procedural level generation may require you to relinquish more control than you can afford. An algorithm can never replicate the little touches that a seasoned professional brings.

Required computing power

Another consideration that...

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