Automated Generation of Map Pieces for Snappable Meshes

Author:

de Andrade Diogo1ORCID,Fachada Nuno1ORCID

Affiliation:

1. Copelabs, Lusófona University, Portugal

Funder

Fundação para a Ciência e a Tecnologia

Publisher

ACM

Reference21 articles.

1. John Aycock . 2016. Procedural Content Generation . In Retrogame Archeology: Exploring Old Computer Games . Springer , Cham , Chapter 6, 109–143. https://doi.org/10.1007/978-3-319-30004-7_6 10.1007/978-3-319-30004-7_6 John Aycock. 2016. Procedural Content Generation. In Retrogame Archeology: Exploring Old Computer Games. Springer, Cham, Chapter 6, 109–143. https://doi.org/10.1007/978-3-319-30004-7_6

2. Kenneth  R Castleman . 1996. Digital image processing . Prentice Hall Press . Kenneth R Castleman. 1996. Digital image processing. Prentice Hall Press.

3. Cellar Door Games. 2013. Rogue Legacy. https://cellardoorgames.com/roguelegacy/ Cellar Door Games. 2013. Rogue Legacy. https://cellardoorgames.com/roguelegacy/

4. Unity Snappable Meshes

5. Maxim Gumin. 2016. WaveFunctionCollapse: bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics. GitHub. https://github.com/mxgmn/WaveFunctionCollapse Maxim Gumin. 2016. WaveFunctionCollapse: bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics. GitHub. https://github.com/mxgmn/WaveFunctionCollapse

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