Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
Arrow right icon
View More author details
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

A breakdown of A*


Before we start coding our own A* implementation, it will do us good to break down the algorithm into its key areas and take an isolated look at each.

Representing a level as nodes

Perhaps the most important area of understanding when we look at A* is how the algorithm will view our level. While we see tiles, the pathfinding algorithm sees only nodes. In this context, a node just represents a valid location that an entity can move to within the level.

How nodes are defined differs from game to game. For example, in our game, the level is already described as a 2D array of tiles. Therefore, each tile in that grid will act as a node. In 3D games however, we don't have this grid so navigation meshes are used to create a surface that can be represented as nodes.

Tip

Valve has a great article on their developer wiki page regarding navigation meshes. So head to https://developer.valvesoftware.com/wiki/Navigation_Meshes if you want to learn more about this subject.

The following image...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime