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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

Saving modified sprites


In our game we're going to be generating new sprites each time the game is run. We want each run to be unique, so once we've generated a sprite and used it we can let it go. However sometimes, you might want to keep hold of a sprite. For example, you might want to create a randomized NPC and keep the same character throughout the entire game.

The two data types that we've used to create images so far are sf::Sprite and sf::Texture. These classes let us interact with images through a set of predefined member functions. It's great for standard drawing and simple image manipulation, but we don't get access to the raw image information. This is where sf::Image comes into play!

Passing a texture into an image

Sf::Image is a class that is used to load, manipulate, and save images. Unlike the other data types, sf::Image provides us with the raw image data, allowing us to interact with every pixel in the image. We'll use more of this functionality later, but for now, we're...

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