A Primer on Procedural Character Generation for Games and Real-Time Applications

Author:

Oliveira Yanko

Publisher

Springer International Publishing

Reference27 articles.

1. Bereznyak, Alexander. (2016). IK Rig: Procedural Pose Animation. Presented at the Game Developers Conference. Retrieved from http://schedule.gdconf.com/session/ik-rig-procedural-pose-animation

2. Boneloaf. (2015). Gang Beasts. Retrieved from http://gangbeasts.game/

3. Choy, L., Ingram, R., Quigley, O., Sharp, B., & Willmott, A. (2007). Rigblocks: Player-deformable Objects. In ACM SIGGRAPH 2007 Sketches. New York, NY, USA: ACM. 10.1145/1278780.1278880

4. Cook, Michael. (2015). PROCJAM. Retrieved September 22, 2016, from http://www.procjam.com/

5. Cook, Michael. (2016, August 18). Alien Languages: How We Talk About Procedural Generation. Retrieved September 23, 2016, from http://www.gamesbyangelina.org/2016/08/procedurallanguage/

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