Procedural Generation of Video Game Cities for Specific Video Game Genres Using WaveFunctionCollapse (WFC)
Author:
Affiliation:
1. University of Vienna, Vienna, Austria
2. University of Technology Sydney, Sydney, NSW, Australia
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/3341215.3356255
Reference17 articles.
1. Electronic Arts. 1985. Tales of the Unknown Vol.I: The Bard's Tale. Game [Apple II]. (1985). Electronic Arts Redwood City California U.S. Last played April 2019. Electronic Arts. 1985. Tales of the Unknown Vol.I: The Bard's Tale. Game [Apple II]. (1985). Electronic Arts Redwood City California U.S. Last played April 2019.
2. Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey
3. Richard Garriott. 1980. Ultima I: The First Age of Darkness. Game [Apple II]. (2 September 1980). California Pacific Computer Company Davis CA United States. Last played April 2019. Richard Garriott. 1980. Ultima I: The First Age of Darkness. Game [Apple II]. (2 September 1980). California Pacific Computer Company Davis CA United States. Last played April 2019.
4. Real-time procedural generation of `pseudo infinite' cities
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