Procedural Generation of Adjustable Terrain for Application in Computer Games Using 2D Maps

Author:

Antoniuk Izabella,Rokita Przemysław

Publisher

Springer International Publishing

Reference19 articles.

1. Ebert, D.S., Kenton Musgrave, F., Peachey, D., Perlin, K., Worley, S.: Texturing and Modelling: A Procedural Approach, 3rd edn. Morgan Kaufmann Publishers Inc., San Francisco (2002)

2. Greuter, S., Parker, J., Stewart, N., Leach, G.: Real-time procedural generation of ‘Pseudo Infinite’ cities. In: Proceedings of the 1st International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia (2003)

3. Hendrix, M., Mejer, S., van der Velden, J., Iosup, A.: Procedural content generation for games: a survey. Commun. Appl. ACM Trans. Multimed. Comput. 9 (2013)

4. Linden, van der R., Lopes, R., Bidarra, R.: Designing procedurally generated levels. In: Proceedings of IDPv2 - Workshop on Artificial Intelligence in the Game Design Process (2013)

5. Merrell, P., Manocha, D.: Model synthesis: a general procedural modeling algorithm. IEEE Trans. Vis. Comput. Graph. 17(6), 715–728 (2011)

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