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

Spawning items at a random location


Now, let's tie all of this together to spawn items randomly in the map. Here is a quick overview of the steps that we'll take:

  1. Select a random tile from the level data.

  2. Check whether this tile is a floor tile. If not, go to step 1.

  3. Convert the tile location to the absolute position and give it to the item.

The first step is to select a random tile in the level data. Earlier in this chapter, we covered how we'll achieve this:

// Declare the variables we need.
int columnIndex(0), rowIndex(0);
Tile tileType;

// Generate a random index for the row and column.
columnIndex = std::rand() % GRID_WIDTH;
rowIndex = std::rand() % GRID_HEIGHT;

// Get the tile type.
tileType = m_level.GetTileType(columnIndex, rowIndex);

We now need to check whether the randomly selected tile is suitable for the spawning of an item. We know that we can do this by checking the type of the tile, but we need to incorporate this into some kind of loop, so that if the randomly selected tile...