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Procedural Content Generation for C++ Game Development
book

Procedural Content Generation for C++ Game Development

by Dale Green
January 2016
Intermediate to advanced
304 pages
6h 17m
English
Packt Publishing
Content preview from Procedural Content Generation for C++ Game Development

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, ...

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Publisher Resources

ISBN: 9781785886713