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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 (19) Chapters Close

Procedural Content Generation for C++ Game Development
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
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

Understanding component-based architecture


Component-based architecture, also known as component-based design and modular programming, is an approach to software design that aims to break down behavior into succinct, reusable components. We already do this to a certain extent with object-orientated design, but component-based architecture takes this further. For example, if an object such as a sprite or a 3D model needs a certain behavior, it will be defined through a component that the object will own, as opposed to being inherited from a base class.

Problems with a traditional inheritance-based approach

Before we get into the pros and cons of a component-based approach, let's look at the problems that a traditional inheritance-based approach brings. It's these problems that we'll aim to fix.

Convoluted inheritance structures

Let's suppose that we have a simple player object that requires a 3D model and to be effected by our game physics. Let's look at an inheritance structure that may be needed...

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