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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

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: " We called std::srand() and set a new seed, but each time we run the program, we're setting the same seed again "

A block of code is set as follows:

Stirng myStringLiteral = "hello";
string myString = { 'h', 'e', 'l', 'l', 'o', '\0' };

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

// If the enemy is dead remove it.
if (enemy.IsDead())
{
    enemyIterator = m_enemies.erase(enemyIterator);

    // If we have an active goal decrement killGoal.
    if (m_activeGoal)
    {
        --m_killGoal;
    }
}

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: " In Code::Blocks, add the following to the project's Build Options and Search Directories tab."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

Extra Exercises

At the end of each chapter, there are a number of review questions and further exercises that can be completed. While not crucial to the book, it's advised that you complete them so that you can gauge your understanding of the topics covered and gain more experience.

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