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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

Spawning random tiles


The spawning of environmental features will be covered briefly here as there's a whole chapter toward the end of the book that is dedicated to procedurally generating the game map. This is our end goal. So, to get started, we'll generate some superficial environmental features that will be ready for the random level generation later.

Adding a new tile to the game will greatly increase the diversity of levels. One of the problems with procedural generation is that environments can feel too unnatural and generic. So this will help avoid that.

Let's add the following declaration to Game.h:

/**
 * Spawns a given number of a certain tile at random locations in the level.
 */
void SpawnRandomTiles(TILE tileType, int count);

We have two parameters in this function. One allows us to specify a tile index that we would like to spawn, and the second allows us to specify how many. We could have skipped the creation of a function and just hard-coded the behavior in the Game::PopulateLevel...

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