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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 / Dale. Green

By: Resource type: Ressourcentyp: Buch (Online)Book (Online)Language: English Publisher: Birmingham : Packt Publishing, 2016Publisher: Birmingham : Packt PublishingDescription: 1 online resource (xvi, 276 p.)ISBN:
  • 9781785886355
Subject(s): Additional physical formats: 1785886711 | Erscheint auch als: Procedural content generation for C++ game development. Druck-Ausgabe Birmingham : Packt Pub, 2016. xvi, 276 p.DDC classification:
  • 794.81526
LOC classification:
  • QA76.76.C672
  • T55.4-60.8
Online resources: Summary: Cover -- Copyright -- Credits -- About the Author -- Acknowledgment -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: An Introduction to Procedural Generation -- Procedural generation versus random generation -- Procedural generation -- Random generation -- Introducing randomness -- Pseudorandom number generation -- Why computers can't generate truly random numbers -- Generating random numbers in C++ -- Generating random numbers within a range -- Seeds -- Defining seeds -- Using seeds -- Generating random seeds during the runtime -- Controlled randomness is the key to generating random numbers -- The use of procedural generation in games -- Saving space -- Map generation -- Texture creation -- Animation -- Sound -- Benefits of procedural generation -- Larger games can be created -- Procedural generation can be used to lower budgets -- An increase in gameplay variety -- An increase in replayability -- The drawbacks of procedural generation -- More taxing on the hardware -- Worlds can feel repetitive -- You sacrifice quality control -- You may generate an unplayable world -- It is hard to script set game events -- A brief history of rogue-like games -- How we'll implement procedural generation -- Populating environments -- Creating unique game objects -- Creating unique art -- Audio manipulation -- Behavior and mechanics -- Dungeon generation -- Component-based design -- The complete game -- Exercises -- Summary -- Chapter 2: Project Setup and Breakdown -- Choosing an IDE -- Microsoft Visual Studio -- Code::Blocks -- Other IDEs -- Build systems -- Breaking down the game template -- Download templates -- The class diagram -- The object hierarchy -- Level data -- Collision -- Input -- Simple and Fast Multimedia Library (SFML) -- Defining SFML -- Why we'll be using SFML -- Learning SFML -- Alternatives.PPN: PPN: 860326446Package identifier: Produktsigel: ZDB-26-MYL | ZDB-30-PQE
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