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