Procedural Content Generation for C++ Game Development

Procedural Content Generation for C++ Game DevelopmentProcedural Content Generation for C++ Game Development
by: Dale Green
ISBN-10: 1785886711
ISBN-13: 9781785886713
Publication Date 出版日期: 2016-01-30
Print Length 页数: 304
Publisher finelybook 出版社: Packt


Book Description
By finelybook

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.
Contents
1: AN INTRODUCTION TO PROCEDURAL GENERATION
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
What You Will Learn
Discover the systems and ideology that lie at the heart of procedural systems
Use Random number generation (RNG) with C++ data types to create random but controlled results
Build levels procedurally with randomly located items and events
Create dynamic game objects at runtime
Construct games using a component-based approach
Assemble non-predictable game events and scenarios
Operate procedural generation to create dynamic content fast and easily
Generate game environments for endless replayability
Authors
Dale Green
Dale Green is a young software developer who started his professional programming career in VB.NET,writing bespoke solutions to automate business tasks. This included the writing and maintenance of an e-commerce site that sold products on big online marketplaces such as Amazon and Rakuten.
Prior to this,he’s been creating computer games since his early high school days. Through self-teaching,Dale has worked with a number of game development tools such as GameMaker,Unity,and Unreal before finding home in C++/DirectX/OpenGL after undertaking a degree in the subject.
Currently studying computer games programming BSc (Hons) at the University of Huddersfield,he is on track to graduate with a first-class degree. Alongside his studies,he is a teaching assistant who helps deliver course content to fellow undergraduates. He undertook a year of self-employment to publish his first commercial title on Steam,Samphi,through his indie studio,Greeny Games Studio.
As a hobby,Dale also operates the indie game news website named Indie Gamers UK and enjoys playing with new technologies and languages

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