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

C++ templates


C++ templates allow us to define functions and classes that work with generic types. This allows a function or a class to accept any type, and it only has to be written once. This is what we want. We want to define a single get/set function for components, and we'll template them to make them generic and flexible.

Let's take a look at a practical example of templates to get a better idea of how they actually work.

Using templates

Let's suppose that we require a function to add two numbers, and we want to support a range of types. To achieve this, we could declare a function for each type that we want to support, as follows:

int Add(int value1, int value2)
{
	return value1 + value2;
}

double Add(double value1, double value2)
{
    return value1, value2;
}

Looking at these two functions, the only thing that is different about them is their return and parameter types. How great would it be if we could say "Don't worry about the type, I'll give you it later" and just have one function...