Procedural Content Generation in Games
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based...
Clasificación: | Libro Electrónico |
---|---|
Autores principales: | , , |
Autor Corporativo: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Cham :
Springer International Publishing : Imprint: Springer,
2016.
|
Edición: | 1st ed. 2016. |
Colección: | Computational Synthesis and Creative Systems,
|
Temas: | |
Acceso en línea: | Texto Completo |