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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

Chapter 4. Procedurally Populating Game Environments

Now that we're comfortable using Random Number Generator (RNG) with core C++ data types, let's have a look at how to create a highly randomized environment. This will include the random generation and positioning of items, enemies, and more. We'll also touch upon random map generation in this chapter before tackling it head-on toward the end of the book.

The way in which objects are spawned will largely depend on the infrastructure of your level data. With most 2D games, you'll be able to take an approach that is similar, if not identical, to the one demonstrated in this chapter. However, a 3D game requires more work because there's an extra dimension to deal with, but the principles are still valid.

In this chapter, we'll cover the following topics:

  • Obstacles with procedurally populating an environment
  • Defining the spawn area
  • Randomly selecting a game tile
  • Spawning items at a random location
  • Procedurally...
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