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Procedural Content Generation for C++ Game Development

Procedural Content Generation for C++ Game Development

By : Dale Green
2.7 (7)
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Procedural Content Generation for C++ Game Development

Procedural Content Generation for C++ Game Development

2.7 (7)
By: Dale Green

Overview of this book

Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn’t just one technique, it’s a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It’s at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease. Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we’ll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We’ll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you’ll also have a working roguelike game that you will have extended using the examples provided.
Table of Contents (13 chapters)
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12
Index

Summary


In this chapter we learned how our game, which previously loaded predefined level data from a text file, can generate its own level data during runtime. This brings a great level of replayability to the game, ensuring gameplay stays fresh and challenging. We also used a function that we defined in the earlier chapters to bring more character to our levels; we used sprite effects to create a distinct feeling for each floor. Practically all aspects of our game are procedurally generated now, and we have a fully-fledged roguelike project under our belt.

Now that our work on the template project is complete, we'll be using the final chapter to take a look at component-based design. Procedural generation is all about flexibility. Therefore, it makes sense that we'd want to work with the most flexible architecture. Component-based architecture can achieve this. Having a good understanding of this design approach will help you progress and build larger, more flexible systems.

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