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

Repeating loops


Another use of generating random numbers is to loop over certain code an undetermined number of times. For example, when we spawn our items we make individual calls to the spawn code. This is fine if we just want to spawn one item every time, but what about when we want to spawn a random number of items.

We need to make a random amount of calls to our code, which we'll later wrap in its own function, and this can be achieved using for loops. In a for loop we specify how many times we want the loop to iterate, so instead of using a fixed value as we normally would, we can generate a random number to use instead. Each time the code is run, a new random number will be generated, and the loop will be a different size each time.

You can download the code for this program from http://www.packtpub.com/support. It will be in folder Chapter 3, and is called random_loops.cpp:

// Include our dependencies.
#include <iostream>
#include <ctime>

// We include std so we don't have...