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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

Creating enemy sprites procedurally


Having the ability to render to sf::RenderTexture and store the results opens up a world of possibilities. One of these is combining multiple sprites to create new, more versatile ones. We can draw to an sf::RenderTexture class multiple times, and the sprites will overlap. This is an incredibly useful technique that can be used to generate a vast amount of sprite variations without all the work. This is shown in the following screenshot:

Using this approach, we'll create random armor for our enemies. We'll have three pieces of armor; head, torso, and legs. For each of these, we'll also have three variations; bronze, silver, and gold. This alone gives us a large number of possible combinations. Then, let's consider that we need this for each character, of which we have two, and each character has eight sprites. That's an enormous number of textures. It's totally out of the question to create all of them manually.

Breaking sprites into components

The armor...

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