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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

Component-based design

Procedural generation is all about creating dynamic systems, objects, and data. Therefore, it makes sense that we want the most flexible game framework that we can have so that it incorporates this well. One of the ways to achieve this is through component-based design. Therefore, to end our work, we're going to take a quick look at it, breaking our project down into a more component-based approach.

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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