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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

Function overloading


Somewhat similar to templates, function overloading is another way in which we can make code and classes more versatile. We've already used overloaded functions during the course of the book, but they were provided with the code base. So, let's take a quick look at them.

When we define functions, we set fixed parameter types. Here's an example:

void DoStuff(T parameter);

With this definition, we can only pass a parameter of the T type. What if we want a choice of parameters? What if we want to be able to pass parameters of type T or type Y. Well, we can redefine the function, setting the same return type and name, but with unique parameters:

void DoStuff(T parameter);
void DoStuff(Y parameter);

We now have two function declarations with different parameters. When we call DoStuff, we'll have the option of which parameter to pass. Also, with function overloading, each declaration gets its own body, just like with template specialization. While similar on the surface, function...

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