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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

Index

A

  • A*
    • implementing, in game / Implementing A* in the game
    • enemy, enabling to follow path / Enabling the enemy to follow a path
    • pathfinding behavior, calling / Calling the pathfinding behavior
    • path, viewing / Viewing our path
  • A* algorithm
    • defining / The A* algorithm
    • implementing / A breakdown of A*
    • level, representing as nodes / Representing a level as nodes
    • open list / The open and closed list
    • closed list / The open and closed list
    • H, G, and F costs / The H, G, and F costs
    • H value / The H value
    • G value / The G value
    • F value / The F value
    • Manhattan distance / The Manhattan distance
    • parenting nodes / Parenting nodes
    • pseudo-algorithm / The pseudo-algorithm
  • A* pathfinding algorithm
    • coding / Coding the A* pathfinding algorithm
    • Tile datatype / The Tile datatype
    • supporting functions, creating / Creating supporting functions
    • variable declarations / Variable declarations
    • H values, precalculating / Precalculating the H values
    • main loop, defining / Defining the main loop...
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