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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 functions


If we think about the behavior that we want, we need to be able to give an object a component of any given type. We also need to be able to fetch that same component later. We'll call these functions AttachComponent and GetComponent.

Earlier in the chapter, we identified how we can use templates to create a function with generic types and give them real values when we need them. We'll use templates and polymorphism to create these two functions.

Attaching a component

The first function that we're going to write will be used to attach a component of a given type to the Object class. Since we've already identified that we're going to store all components in a single generic container, this function will be a relatively simple template. The only thing that we need to be aware of is that we should not add the same component twice!

Let's start by defining the container, as that's where we'll store the objects. Since we need to take advantage of polymorphism, we can't store actual...

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