Krzysztof Gdawiec
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Proceduralne generowanie treści

Literatura

  • Różne artykuły naukowe poświęcone proceduralnym metodom generowania treści
  • Barnsley, M.F.: Fractals Everywhere, 2nd Edition. Morgan Kaufmann, San Diego, (1993)
  • Buck, J.: Mazes for Programmers. The Pragmatic Bookshelf, (2015)
  • Ebert, D.S., Musgrave, F.K., Peachey, D., Perlin, K., Worley, S.: Texturing & Modeling: A Procedural Approach, 3rd Edition. Morgan Kaufmann, San Francisco, (2003)
  • Guzdial, M., Snodgrass, S., Summerville, A.J.: Procedural Content Generation via Machine Learning: An Overview. Springer, Cham, (2022)
  • Korn, O., Lee, N.: Game Dynamics: Best Practices in Procedural and Dynamic Game Content Generation. Springer, Cham, (2017)
  • Lowe, T.: Exploring Scale Symmetry. World Scientific, Singapore, (2021)
  • Mishra, J., Mishra, S.: L-System Fractals. Elsevier, Amsterdam, (2007)
  • Pullen, W.D.: Think Labyrinth! :-)
  • Prusinkiewicz, P., Lindenmayer, A.: The Algorithmic Beauty of Plants. Springer, New York, (1990)
  • Shaker, N., Togelius, J., Nelson, M.J.: Procedural Content Generation in Games. Springer, Cham, (2016)
  • Sprott, J.C.: Elegant Fractals. Automated Generation of Computer Art. World Scientific, Singapore, (2019)
  • Yannakakis, G.N., Togelius, J.: Artificial Intelligence and Games. Springer, Cham, (2018)