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...
Call Number: | Libro Electrónico |
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Main Authors: | , , |
Corporate Author: | |
Format: | Electronic eBook |
Language: | Inglés |
Published: |
Cham :
Springer International Publishing : Imprint: Springer,
2016.
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Edition: | 1st ed. 2016. |
Series: | Computational Synthesis and Creative Systems,
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Subjects: | |
Online Access: | Texto Completo |