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Procedural Content Generation for C++ Game Development
最新章節(jié):
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(quán)頁(yè)
- 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(shí)間:2021-07-16 09:38:07
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