Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
Arrow right icon
View More author details
Toc

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

Procedurally generating a dungeon


It's time to put this theory into practice and implement procedural dungeon generation in our game for real. We'll move the Level class from loading its data from a text file to generating it at runtime, and we'll also cover the application of the correct sprites to the tiles in the random level.

As we identified, one way of approaching this is to generate a maze over the entire play area and then generate rooms to carve out some larger open areas. This method not only generates tighter, more intertwined levels, but also saves us the step of having to connect mazes to rooms, leaving us with just two steps to generate great levels:

Changing how we view the maze

Before we write any code, we're going to make a change to the project so that we can easily see the entire level. Currently, the view is zoomed, and we have the light blocking the level. We want to be able to see the entire maze as we work on the algorithm. So let's make some changes.

The first thing that...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime