Niflheim World

Welcome to Niflheim !

  • First 5 messages from new users (pre-moderated user) will be checked for flood/spam before being posted on the forum. Users will also be checked for a multi-account.
    If you want to communicate without delay, get a free Huscarl status (how to get - User Groups), or buy premium status (how to buy - Premium status)

Programming Procedural Content Generation for C++ Game Development. Dale Green


Redman

Forumteam
Staff member
Tignarman
Joined
Aug 24, 2020
Messages
17,661
Reaction score
23,057
NL COIN
89,431
1604840861221.png
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.

 
shape1
shape2
shape3
shape4
shape7
shape8
Top