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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

Choosing the tile textures


Until now we've been loading a prebuilt level from a text file. This level file already knew which textures needed to be used and where they should be used, but since we're now generating them procedurally, that's not the case. We need to decide which tiles should have which sprites.

The if/else approach

A common way of approaching this is simply to create a monstrous if/else statement. In principle, it's a simple task; define each tile through a series of if statements and set the right tile. However, in reality, you end up with a complex mess of code that is very difficult to read.

Imagine a situation where you have a tile set of fifty possible variants. The amount of code required to choose which tile goes where would be crazy. Thankfully, there's a much simpler solution to the problem, and it is one of my favorite examples of an elegant solution to a problem.

Bitwise tile maps

In our game, we concern ourselves with four directions, namely up, down, left, and right...

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