## Procedural Generation Texturing and Modeling: A Procedural Approach by David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steve Worley [7 uses of procedural generation](http://www.gamasutra.com/view/news/262869/7_uses_of_procedural_generation_that_all_developers_should_study.php) [Making maps with noise functions](https://www.redblobgames.com/maps/terrain-from-noise/) [The Nature of Code by Daniel Shiffman](https://natureofcode.com) [On Generative Systems](https://inconvergent.net/generative/) [Procedural City Generation](http://www.citygen.net/files/Procedural_City_Generation_Survey.pdf) ##Lindenmayer Systems (L-systems) [The Algorithmic Beauty of Plants](http://algorithmicbotany.org/papers/#abop) [Fractal Trees by Daniel Shiffman](https://youtu.be/E1B4UoSQMFw) [L-Systems playground](http://www.kevs3d.co.uk/dev/lsystems/) [Modeling plants with Lindenmayer Systems](https://allenpike.com/modeling-plants-with-l-systems/) ## Pixel seams [How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?](https://gamedev.stackexchange.com/questions/82046/how-do-professional-games-avoid-showing-pixel-seams-in-adjacent-mesh-boundaries)