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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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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

Exercises


To help you test your understanding 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. Add more tracks to the list of main tracks.

  2. Add a sound that is spatialized for the door when it opens in the level. When a player collects the key for the level, hearing the door sliding open in the background will help them find it.

  3. Add some atmospheric sound effects to the level; the sound effects should be spatialized and must play at random intervals. We have not covered anything like that so far so it should be a challenge.

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