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

Defining the spawn area


Now we know what obstacles lie ahead, and how the level data is stored, let's take a look at how we can spawn items at random locations in our roguelike object.

Calculating the level bounds

The first step is to calculate the level bounds. Since we're making a 2D roguelike object, described in a 2D array, we need to identify the tiles that are suitable to spawn items on. If this was done for a 3D game, you would also have to take into account the third axis. Though we could just find the top left point of the map and calculate the distance to the bottom right, this would almost certainly cause problems.

We mentioned earlier that it's important that items are spawned within valid level areas. If we take this simple approach, we run the risk of spawning items in the walls. The following pseudocode shows how this can be achieved:

  for (int i = 0; i < GRID_WIDTH; ++i)
  {
    for (int j = 0; j < GRID_HEIGHT; ++j)
    {
      m_grid[i][j].markAsSpawnable();
    }
  ...