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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

Chapter 6. Procedurally Generating Art

A game's art is one of its defining features. It's usually what first attracts us, and it is one of the driving forces behind keeping us hooked; great aesthetics go a long way. Given that, we want to ensure that this is an area that is as rich, diverse, and immersive as possible.

However, art is financially expensive and time-consuming to produce. Not only that, it's also expensive at the hardware level! Game textures can hit 4K in size, and creating a thousand 4K textures and storing them on traditional game media is no easy task. Thankfully, a wide range of procedural generation techniques can be employed when creating art to help combat some of these issues.

In this chapter, we'll cover the following topics:

  • How procedural generation is used with art
  • The benefits and drawbacks of procedurally generated art
  • Using SFML sprite modifiers
  • Saving modified sprites
  • Programmatically creating sprites
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