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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

An overview of dungeon generation overview


Dungeon generation is a vast topic with a wide range of possible implementations, with each implementation having its own characteristics. However, underneath the nuances of different algorithms, dungeon generation generally involves the generation of rooms and a maze and the integration of the two, as shown in the following diagram:

Procedurally generating dungeons is not that different from the work that we did on path finding. It's all about viewing a level as nodes and manipulating them. Before we implement it we'll break it down into the three main stages that were identified previously, namely the generation of rooms, the generation of a maze, and the integration of all together.

Generating rooms

Dungeons are a series of interconnected rooms, and their generation is the first step in many systems. There is no complex algorithm behind this; we simply choose a room size and place a number of them in the level. The characteristics of this level...

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