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

Selecting a random main track


Currently, the game has no sounds or music. We have been running the game frequently throughout the course of the book, and hearing the same track over and over can get very tedious. So, we've waited until now to put it in. It's a very simple process to add sounds. So, we'll cover this process in its entirety.

To start, we'll add a main music track that will underpin the game. However, instead of having a fixed track, we will add multiple possibilities and randomly choose one during startup.

Let's start by defining all the possibilities in an enumerator in the usual way. Add the following code to Util.h:

// Music tracks.
enum class MUSIC_TRACK {
    ALT_1,
    ALT_2,
    ALT_3,
    ALT_4,
    COUNT
};

As the enum shows, we're going to have four possible tracks. These are already included in the /resources/music/ folder. So, all that we have to do is select one track at random and load it at the start of the game. Since we want this music to start straightaway, we...