Summary

In this chapter, we learned how to generate game art procedurally. We took a naïve approach to start, simply using RNG with built-in sprite modifiers, and moved on to algorithmically generating our own images. Generating procedural art is a vast topic, and you could write a book on the subject. Hopefully, this chapter has introduced you to the topic nicely.

In the next chapter, we're going to look at art's cousin, audio. With our art now procedurally generated we'll use similar techniques to create variance in sounds. We'll also use SFML's audio functions to create specialized 3D sound and thus bring more depth to the levels.

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