舉報

會員
Procedural Content Generation for C++ Game Development
最新章節:
Index
Proceduralgenerationisagrowingtrendingamedevelopment.Itallowsdeveloperstocreategamesthatarebiggerandmoredynamic,givingthegamesahigherlevelofreplayability.Proceduralgenerationisn’tjustonetechnique,it’sacollectionoftechniquesandapproachesthatareusedtogethertocreatedynamicsystemsandobjects.C++istheindustry-standardprogramminglanguagetowritecomputergames.It’sattheheartofmostengines,andisincrediblypowerful.SFMLisaneasy-to-use,cross-platform,andopen-sourcemultimedialibrary.Accesstocomputerhardwareisbrokenintosuccinctmodules,makingitagreatchoiceifyouwanttodevelopcross-platformgameswithease.UsingC++andSFMLtechnologies,thisbookwillguideyouthroughthetechniquesandapproachesusedtogeneratecontentprocedurallywithingamedevelopment.Throughoutthecourseofthisbook,we’lllookatexamplesofthesetechnologies,startingwithsettinguparoguelikeprojectusingtheC++template.We’llthenmoveontousingRNGwithC++datatypesandrandomlyscatteringobjectswithinagamemap.Wewillcreatesimpleconsoleexamplestoimplementinarealgamebycreatinguniqueandrandomisedgameitems,dynamicsprites,andeffects,andprocedurallygeneratinggameevents.Thenwewillwalkyouthroughgeneratingrandomgamemaps.Attheend,wewillhavearetrospectivelookattheproject.Bytheendofthebook,notonlywillyouhaveasolidunderstandingofproceduralgeneration,butyou’llalsohaveaworkingroguelikegamethatyouwillhaveextendedusingtheexamplesprovided.
目錄(120章)
倒序
- 封面
- 版權頁
- Credits
- About the Author
- Acknowledgment
- About the Reviewer
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. An Introduction to Procedural Generation
- Procedural generation versus random generation
- Introducing randomness
- Seeds
- The use of procedural generation in games
- Texture creation
- Benefits of procedural generation
- The drawbacks of procedural generation
- A brief history of rogue-like games
- How we'll implement procedural generation
- Creating unique art
- Audio manipulation
- Component-based design
- The complete game
- Exercises
- Summary
- Chapter 2. Project Setup and Breakdown
- Choosing an IDE
- Breaking down the game template
- Simple and Fast Multimedia Library (SFML)
- Polymorphism
- The roguelike template setup
- Exercises
- Summary
- Chapter 3. Using RNG with C++ Data Types
- Setting the game seed
- Setting Boolean values randomly
- Random number distribution
- Giving the player random stats
- Accessing random elements of a collection
- Spawning a random item
- Generating random characters
- Repeating loops
- Spawning a random number of items
- Exercises
- Summary
- Chapter 4. Procedurally Populating Game Environments
- Potential obstacles
- Level tiles
- Defining the spawn area
- Selecting a suitable game tile
- Spawning items at a random location
- Spawning random tiles
- Exercises
- Summary
- Chapter 5. Creating Unique and Randomized Game Objects
- Creating a random player character
- Procedurally generating an enemy class
- Procedural items
- The random potion class
- Exercises
- Summary
- Chapter 6. Procedurally Generating Art
- How procedural generation is used with art
- The benefits of procedurally generated art
- The drawbacks of procedurally generated art
- Using SFML sprite modifiers
- Saving modified sprites
- Creating enemy sprites procedurally
- Editing the game tiles
- Exercises
- Summary
- Chapter 7. Procedurally Modifying Audio
- An introduction to SFML audio
- Selecting a random main track
- Adding sound effects
- Editing sound effects
- Playing a sound function
- 3D sound – spatialization
- Exercises
- Summary
- Chapter 8. Procedural Behavior and Mechanics
- An introduction to pathfinding
- A breakdown of A*
- Coding the A* pathfinding algorithm
- Implementing A* in the game
- Procedurally generated level goals
- Exercises
- Summary
- Chapter 9. Procedural Dungeon Generation
- The benefits of procedural level design
- Considerations
- An overview of dungeon generation overview
- The recursive backtracker
- Procedurally generating a dungeon
- Choosing the tile textures
- Exercises
- Summary
- Chapter 10. Component-Based Architecture
- Understanding component-based architecture
- Designing the component system
- C++ templates
- Function overloading
- Creating a base component
- Component functions
- Creating a transform component
- Creating a SpriteComponent
- Creating an audio component
- Exercises
- Summary
- Chapter 11. Epilogue
- Project breakdown
- The pros and cons of procedural generation
- Summary
- Index 更新時間:2021-07-16 09:38:07
推薦閱讀
- 數據科學實戰手冊(R+Python)
- Android 9 Development Cookbook(Third Edition)
- SEO實戰密碼
- Learning Python Design Patterns(Second Edition)
- Banana Pi Cookbook
- Monitoring Elasticsearch
- Java編程技術與項目實戰(第2版)
- Java EE 7 Performance Tuning and Optimization
- 匯編語言編程基礎:基于LoongArch
- Mastering Unreal Engine 4.X
- PHP Microservices
- 算法超簡單:趣味游戲帶你輕松入門與實踐
- Blender 3D Cookbook
- Learning ROS for Robotics Programming
- micro:bit軟件指南
- 開源網絡地圖可視化:基于Leaflet的在線地圖開發
- Roslyn Cookbook
- 計算機視覺實戰:基于TensorFlow 2
- 趣學Python游戲編程
- MySQL 5.7從入門到精通(視頻教學版)(第2版)
- Python架構模式:精通基于Python的API設計、事件驅動架構和包管理
- 自動化測試實戰寶典:Robot Framework+Python從小工到專家
- 點云庫PCL從入門到精通
- VMware vRealize Operations Essentials
- Django 3 Web應用開發實戰
- Hands-On Deep Learning with TensorFlow
- OpenShift云原生架構:原理與實踐
- Scratch項目式編程實戰:打造超酷大型游戲
- HTML5+CSS3+jQuery Mobile移動網站與App開發實戰(視頻講解版)
- C#碼農筆記:從第一行代碼到項目實戰