Book Image

Procedural Content Generation for C++ Game Development

By : Dale Green
Book Image

Procedural Content Generation for C++ Game Development

By: Dale Green

Overview of this book

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.
Table of Contents (19 chapters)
Procedural Content Generation for C++ Game Development
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Preface
Index

Chapter 1. An Introduction to Procedural Generation

When you load an image on a PC, a song on an iPod, or a book on a Kindle, you load it from storage. That image, song, and book already exists as a whole, and whenever you want to access it, you grab the whole previously created thing. In the case of music or a video, you can stream it in chunks, but it still already exists as a whole in storage. Let's compare this to buying a ready-made desk from a furniture store. You get the entire desk as one single thing and that's that; you have a desk.

Now, let's imagine that instead of buying a complete desk, you buy one that's flat-packed. Instead of getting a pre-built desk, you get all the pieces that you need to build one, and instructions on how to do so. When you get home, you can follow those instructions, and you will have a desk. If you feel so inclined, you can even deviate from the instructions and create a unique desk that is different from that of everyone else.

Let's use this analogy in the context of game development by substituting the purchasing of a desk with the loading of a level. In the first case, we loaded the level as a whole, as it was pre-built. However, in the second example, we got all the pieces that we need to build a level and put them together ourselves in whatever order we choose.

This process of something being created via an algorithm or procedure, as opposed to already existing, is called procedural generation. The desk was created procedurally as you followed an algorithm to put its pieces together. The same goes for the game level. This can be extended to almost anything. For example, music, images, games, and text can all be procedurally generated.

In this chapter, we will cover the following topics:

  • Procedural generation versus random generation

  • Generating pseudorandom numbers in C++

  • Seeds

  • The benefits and drawbacks of procedural generation

  • A brief history of rogue-like games

  • How to implement procedural generation