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

3D sound – spatialization


Now let's look at ways to create some 3D audio to bring depth to a game scene. When we walk past a torch, we want to hear it move past us, and we want to be able to hear our enemies coming at us from a direction. Spatialization allows us to do this, and SFML has great features to help us achieve that.

The audio listener

We've already defined what the audio listener is and how it is used to create spatialized audio. As the first step toward achieving this, we need to set the position of the listener after each update, ensuring that all the sounds in the level are heard from the player's perspective.

At the start of each game's update, we recalculate the player's position. Right after this we can update the position of the listener class to this new location. Remember that sf::Listener is a static class and we don't instantiate it. All that we need to do is make a static call to sf::Listener::setPosition.

Let's append this to the Game::Update function, as follows:

// Update...