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

Creating an audio component


The final component that we're going to create is an audio component. Now, this is the first component that we'll create from scratch. However, our experience with the two previous components should make this one easy to implement.

Defining the behavior of an audio component

This is slightly different from our past components. Instead of encapsulating existing behavior, we need to define it. We're going to create a simple audio component, and the only behavior that we're going to have is the ability to play a single sound effect. For this, we'll require a single variable to hold the sound object, a function to set a sound buffer, and a function to play the sound.

In the function that will be used to set the sound buffer, we're going to make use of function overloading. If we think about how we may want to use this function, we might either want to pass an already created sound buffer into the component or pass a path to one and create it before we use it. We covered...