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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

Exercises


To help you test your knowledge of this chapter's content, here are a few exercises that you should work on. They are not imperative to the rest of the book, but working on them will help you assess your strengths and weaknesses in the material covered:

  1. There are many different algorithms available that could be used to generate mazes, such as the randomized Prim's algorithm and Kruskal's algorithm. Choose one of these algorithms and have a go at replacing the recursive backtracking implementation with your own implementation.

  2. We worked with quite a small level size. Try increasing it and varying the characteristics of the levels that are generated. Increase the number of rooms, their size, and so on.

  3. You may have noticed that our torches are missing! Since we no longer load the level from a level file, we need to add them ourselves. Torches should be placed on tiles of the TILE::WALL_TOP type. Have a go at creating this function yourself. If you get stuck, you can always look at...

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