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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

Summary


In this chapter we learned how our game, which previously loaded predefined level data from a text file, can generate its own level data during runtime. This brings a great level of replayability to the game, ensuring gameplay stays fresh and challenging. We also used a function that we defined in the earlier chapters to bring more character to our levels; we used sprite effects to create a distinct feeling for each floor. Practically all aspects of our game are procedurally generated now, and we have a fully-fledged roguelike project under our belt.

Now that our work on the template project is complete, we'll be using the final chapter to take a look at component-based design. Procedural generation is all about flexibility. Therefore, it makes sense that we'd want to work with the most flexible architecture. Component-based architecture can achieve this. Having a good understanding of this design approach will help you progress and build larger, more flexible systems.

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