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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

Selecting a suitable game tile


Now, to find suitable tiles, we will generate random spawn coordinates. We know that all tiles with the TILE::FLOOR or TILE::FLOOR_ALT type are floor tiles. Therefore, we can select a tile at random and deduce if it's suitable for the spawning of an item.

To avoid having to do these checks ourselves, the project provides the Level::IsFloor function. It is quite self-explanatory; you can pass it a tile, or the indices of one, and it will return true if it's a floor tile. We'll use that from now on to check whether the tiles are valid for spawning an item.

Randomly selecting a tile

The first function that we'll look at is choosing a value from an underlying grid. In our case, the level data is described in a 2D array. Therefore, we simply need to generate a random column and a row index.

Tip

Remember that this range is the number of rows and columns - 1 as all indices start from 0. If we have a grid with 10 rows and columns, then they are numbered 0 to 9, and the...

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