Procedural Content Generation for C++ Game Development
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Component-based design

Procedural generation is all about creating dynamic systems, objects, and data. Therefore, it makes sense that we want the most flexible game framework that we can have so that it incorporates this well. One of the ways to achieve this is through component-based design. Therefore, to end our work, we're going to take a quick look at it, breaking our project down into a more component-based approach.