PROCEDURAL GENERATION OF GRAMMAR-BASED COMPUTER GAMES
DOI:
https://doi.org/10.24867/01BE31AndjelicKeywords:
L-system, Grammar, Procedural generation, Video gameAbstract
Description of a method of using L-systems combined with a formal grammar to generate a 3D scene usable in video game.
References
[1] J. Freiknecht, W. Effelsberg, „A Survey on the Procedural Generation of Virtual Worlds“, 2017.
[2] K. Salen, E. Zimmerman, „Rules of Play: Game Design Fundamentals, 2004“.
[3] S. Ince, “Automatic Dynamic Content Generation for Computer Games”, 1999.
[4] Y. I. H. Parish, P. Mueller, “Procedural Modeling of Cities”, 2001.
[2] K. Salen, E. Zimmerman, „Rules of Play: Game Design Fundamentals, 2004“.
[3] S. Ince, “Automatic Dynamic Content Generation for Computer Games”, 1999.
[4] Y. I. H. Parish, P. Mueller, “Procedural Modeling of Cities”, 2001.
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Published
2018-11-25
Issue
Section
Electrotechnical and Computer Engineering