31 lines
1.2 KiB
Markdown
31 lines
1.2 KiB
Markdown
## Procedural Generation
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Texturing and Modeling: A Procedural Approach by David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steve Worley
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[7 uses of procedural generation](http://www.gamasutra.com/view/news/262869/7_uses_of_procedural_generation_that_all_developers_should_study.php)
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[Making maps with noise functions](https://www.redblobgames.com/maps/terrain-from-noise/)
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[The Nature of Code by Daniel Shiffman](https://natureofcode.com)
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[On Generative Systems](https://inconvergent.net/generative/)
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[Procedural City Generation](http://www.citygen.net/files/Procedural_City_Generation_Survey.pdf)
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##Lindenmayer Systems (L-systems)
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[The Algorithmic Beauty of Plants](http://algorithmicbotany.org/papers/#abop)
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[Fractal Trees by Daniel Shiffman](https://youtu.be/E1B4UoSQMFw)
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[L-Systems playground](http://www.kevs3d.co.uk/dev/lsystems/)
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[Modeling plants with Lindenmayer Systems](https://allenpike.com/modeling-plants-with-l-systems/)
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## Pixel seams
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[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)
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