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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

Designing the component system


A component-based system can be implemented in many ways. So, before we write any code, let's look at some possibilities. The goal is to break reusable behavior into succinct components and be able to add and remove them from the existing objects with ease. All objects share a common base class named object so we'll add the facility to add components to and remove them from this class. We can then ensure that it will be propagated to all the subsequent classes in the project.

There are a number of ways to implement a component-based approach, and there is no single right answer. For example, we could create a function to add or remove each component individually. Here's an example:

bool	AttachSpriteComponent(SpriteComponent spriteCompontent);
bool	AttachInputComponent(InputComponent inputComponent);

While this will make things straightforward, we will have a lot of duplicate code in the class. Also, every time we add a component, we will have to create two matching...

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