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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 11. Epilogue

With our game finished, and after a quick foray into component based design, our introduction to procedural content generation is complete. We started simply with the generation and use of random numbers, and worked our way right up to creating complex procedural behaviors and content. We've touched upon many subjects, and hopefully working through this book has helped define what procedural generation is, and given some solid examples of how to approach and implement it in your games.

Before you close the book for the final time, let's take a quick look back at the project, identifying how and where we implemented procedural generation. We'll then reiterate its pros and cons one last time before finishing our work.

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