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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

Potential obstacles

Generating game environments randomly isn't as simple as it may first appear. It's not just a case of generating a random number within the bounds of a level. Though this might technically work, there is no control there, and the environment that is generated as a result will have many flaws. Objects may overlap, be located in unreachable places, or be laid out in a poor order. In order to generate meaningful and playable levels there needs to be more control.

Keeping within the bounds of a level

I'm sure that at some point we've all played a game where an item spawned beyond our reach. It's infuriating to have that shiny new item just out of reach, but this can easily happen when spawning objects randomly around a map. Therefore, it's important to establish accurate bounds within which the objects can be spawned.

As you can imagine, the complexity of this task will match the complexity of your environment. Thankfully for us, our level is...

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