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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

Summary


In this chapter, we made preparations that are needed in order to start coding the game and create the procedural systems. We looked at the software and libraries that we will use, and the game template that we'll extend. We also took a crash course in polymorphism and the techniques that we will use to achieve it.

We're now ready to start creating our own procedural systems. The groundwork that we just covered isn't terribly exciting, but it is crucial to understanding the work that we're going to cover when moving forward. In the next chapter we're going to use what we learned about random number generation with C++ data types to spawn random items, and give our player random stats.

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