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Procedural Content Generation for C++ Game Development by Dale Green

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Chapter 11. Epilogue

With our game finished, and after a quick foray into component based design, our introduction to procedural content generation is complete. We started simply with the generation and use of random numbers, and worked our way right up to creating complex procedural behaviors and content. We've touched upon many subjects, and hopefully working through this book has helped define what procedural generation is, and given some solid examples of how to approach and implement it in your games.

Before you close the book for the final time, let's take a quick look back at the project, identifying how and where we implemented procedural generation. We'll then reiterate its pros and cons one last time before finishing our work.

Project ...

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