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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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Toc

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

Level tiles

Before we start working with a level grid, we need to know how it is set up! Our level is described as a 2D array of a custom type Tile, a struct defined in Level.h:

// A struct that defines the data values our tiles need.
struct Tile
{
TILE type;          // The type of tile this is.
int columnIndex;    // The column index of the tile.
int rowIndex;       // The row index of the tile.
sf::Sprite sprite;  // The tile sprite.
int H;              // Heuristic / movement cost to goal.
int G;              // Movement cost. (Total of entire path)
int F;              // Estimated cost for full path. (G + H)
Tile* parentNode;   // Node to reach this node.
};

Don't worry about the final four values at this point; we'll use them later when we get to the section on path finding! For now, we just need to know that each tile struct stores its type, position in the 2D array, and its sprite. All the possible tile types are defined in an enumerator in Util.h, as follows:

// All possible...
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