000 | 03492cam a2200409 i 4500 | ||
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001 | 43197 | ||
003 | 0000000000 | ||
005 | 20240411193112.0 | ||
008 | 170117s2017 flu s 000 0 eng | ||
010 | _a2016054480 | ||
020 | _a1138743313 | ||
020 | _a1498799191 | ||
020 | _a9781138743311 | ||
020 | _a9781498799195 | ||
020 | _z9781498799201 (PDF ebook) | ||
035 | _a(OCoLC)969973336 | ||
040 |
_aDLC _beng _erda _cDLC _dBDX _dBTCTA _dYDX _dYDX _dOCLCO _dOCLCF _dUKWOH _dAJB _dUKMGB _dCTI |
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042 | _apcc | ||
050 | 0 | 4 |
_aQA76.76.C672 _bP76 2017 |
082 | 0 | 0 |
_a794.8/1536 _223 |
092 |
_a794.81536 _bP9631 |
||
245 | 0 | 0 |
_aProcedural generation in game design / _c[edited by] Tanya X. Short and Tarn Adams |
264 | 1 |
_aBoca Raton : _bCRC Press, Taylor & Francis Group, _c2017 |
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336 |
_atext _2rdacontent |
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337 |
_acomputer _2rdamedia |
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338 |
_aonline resource _2rdacarrier |
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504 | _aIncludes bibliographical references and index | ||
505 | 0 | _aSect. 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 | _aMaking 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 |
_aComputer games _xDesign |
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650 | 0 | _aLevel design (Computer science) | |
700 | 1 |
_aAdams, Tarn, _eeditor |
|
700 | 1 |
_aShort, Tanya, _eeditor |
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776 | 0 | 8 |
_iebook version : _z9781498799201 |
856 | _uhttps://drive.google.com/file/d/13lpoGhXU-NVMpeyN2rMadBa-11AlElqW/view?usp=sharing | ||
999 |
_c13202 _d13202 |