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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

Summary

I hope that you found the content in this book useful. The goal was to introduce you to the vast topic that procedural generation is, and I felt that working with a real game was the best way to do that. We covered the key areas of development and identified ways to use procedural generation in each aspects. Hopefully, you now have enough knowledge to use it in your own games, and can undertake further reading to learn more about the areas that interest you the most.

Remember, procedural generation isn't just one thing or one approach. It's the dynamic generation of content. There's no one right way to implement it, so experiment. Find new ways to create content dynamically and play with it. There's no wrong answer.

Happy programming!

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