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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

A brief history of rogue-like games

Since we're going to implement what we are learning in a rogue-like, let's just take a second to look at their history. It's always great to understand the origins of the things that you are doing!

Rogue is a dungeon crawling game that was first developed by Michael Toy and Glenn Wichman and initially released in 1980. Every level of the dungeon was randomly generated along with the positions of the object within. Rogue defined the dungeon crawling genre and was the inspiration for many titles that followed. This is why we call games of this type roguelikes, because they are literally like Rogue!

Procedural generation has been a key element in roguelikes since their conception. This is why I chose the genre to introduce the topic. Together, we will recreate the iconic features that define the genre, and approach procedural generation with a very practical and hands-on 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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