MARC details
000 -LEADER |
fixed length control field |
03492cam a2200409 i 4500 |
001 - CONTROL NUMBER |
control field |
43197 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
0000000000 |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20240411193112.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
170117s2017 flu s 000 0 eng |
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER |
LC control number |
2016054480 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
1138743313 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
1498799191 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781138743311 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781498799195 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
Canceled/invalid ISBN |
9781498799201 (PDF ebook) |
035 ## - SYSTEM CONTROL NUMBER |
System control number |
(OCoLC)969973336 |
040 ## - CATALOGING SOURCE |
Original cataloging agency |
DLC |
Language of cataloging |
eng |
Description conventions |
rda |
Transcribing agency |
DLC |
Modifying agency |
BDX |
-- |
BTCTA |
-- |
YDX |
-- |
YDX |
-- |
OCLCO |
-- |
OCLCF |
-- |
UKWOH |
-- |
AJB |
-- |
UKMGB |
-- |
CTI |
042 ## - AUTHENTICATION CODE |
Authentication code |
pcc |
050 04 - LIBRARY OF CONGRESS CALL NUMBER |
Classification number |
QA76.76.C672 |
Item number |
P76 2017 |
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.8/1536 |
Edition number |
23 |
092 ## - LOCALLY ASSIGNED DEWEY CALL NUMBER (OCLC) |
Classification number |
794.81536 |
Item number |
P9631 |
245 00 - TITLE STATEMENT |
Title |
Procedural generation in game design / |
Statement of responsibility, etc. |
[edited by] Tanya X. Short and Tarn Adams |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE |
Place of production, publication, distribution, manufacture |
Boca Raton : |
Name of producer, publisher, distributor, manufacturer |
CRC Press, Taylor & Francis Group, |
Date of production, publication, distribution, manufacture, or copyright notice |
2017 |
336 ## - CONTENT TYPE |
Content type term |
text |
Source |
rdacontent |
337 ## - MEDIA TYPE |
Media type term |
computer |
Source |
rdamedia |
338 ## - CARRIER TYPE |
Carrier type term |
online resource |
Source |
rdacarrier |
504 ## - BIBLIOGRAPHY, ETC. NOTE |
Bibliography, etc. note |
Includes bibliographical references and index |
505 0# - FORMATTED CONTENTS NOTE |
Formatted contents note |
Sect. I. Procedural generation. When and why to use procedural generation / Darren Grey -- Managing output : boredom versus chaos / Kenny Backus -- Aesthetics in procedural generation / Liam Welton -- Designing for modularity / Jason Grinblat -- Ethical procedural generation / Dr. Michael Cook -- sect. II. Procedural content. Level design I : case study / Chris Chung -- Level design II : handcrafted integration / Jim Shepard -- Level design III : architecture and destruction / Evan Hahn -- Cyclic generation / Dr. Joris Dormans -- Worlds / Dr. Mark R. Johnson -- Puzzles / Danny Day -- Procedural logic / Ben Kane -- Artificial intelligence / Mark R. Johnson -- Procedural enemy waves / Wyatt Cheng -- Generative artwork / Loren Schmidt -- Generative art toys / Kate Compton -- Audio and composition / Bronson Zgeb -- sect. III. Procedural narrative. Story and plot generation / Ben Kybartas -- Emergent narratives and story volumes / Jason Grinblat -- Poetry generation / Harry Tuffs -- Characters and personalities / Emily Short -- sect. IV. The procedural future. Understanding the generated / Gillian Smith -- Content tools case study / Kepa Auwae -- Automated game tuning / Aaron Isaksen -- Generating rules / Dr. Michael Cook -- Algorithms and approaches / Brian Bucklew -- Meaning / Dr. Mark R. Johnson |
520 8# - SUMMARY, ETC. |
Summary, etc. |
Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomised maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behaviour. The book offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Computer games |
General subdivision |
Design |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Level design (Computer science) |
700 1# - ADDED ENTRY--PERSONAL NAME |
Personal name |
Adams, Tarn, |
Relator term |
editor |
700 1# - ADDED ENTRY--PERSONAL NAME |
Personal name |
Short, Tanya, |
Relator term |
editor |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY |
Relationship information |
ebook version : |
International Standard Book Number |
9781498799201 |
856 ## - ELECTRONIC LOCATION AND ACCESS |
Uniform Resource Identifier |
<a href="https://drive.google.com/file/d/13lpoGhXU-NVMpeyN2rMadBa-11AlElqW/view?usp=sharing">https://drive.google.com/file/d/13lpoGhXU-NVMpeyN2rMadBa-11AlElqW/view?usp=sharing</a> |