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pro vyhledávání: '"Breno M. F. Viana"'
Autor:
Breno M. F. Viana, Selan R. dos Santos
Publikováno v:
Journal on Interactive Systems, Vol 12, Iss 1 (2021)
Procedural content generation (PCG) is a method of content creation entirely or partially done by computers. PCG is popularly employed in game development to produce game content, such as maps and levels. Representative examples of games using PCG ar
Externí odkaz:
https://doaj.org/article/a311acdaf4f944998e87f16beb46e948
Publikováno v:
IEEE Transactions on Games. :1-11
Publikováno v:
Journal on Interactive Systems. 12:83-101
Procedural content generation (PCG) is a method of content creation entirely or partially done by computers. PCG is popularly employed in game development to produce game content, such as maps and levels. Representative examples of games using PCG ar
Publikováno v:
2021 20th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames).
Publikováno v:
SBGames
Procedural content generation (PCG) is a method of content creation fully or semi-performed by computers. PCG is widely used in game development to generate game content, from Rogue (1998) to No Man's Sky (2016). PCG generates final contents, which a