MetalByTutorials/13-procedural-generation/references.markdown

31 lines
1.2 KiB
Markdown

## 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)