2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games) (2016)
Sept. 7, 2016 to Sept. 9, 2016
This paper aims to discuss existing approaches to procedural terrain generation for games. This will include both the many functions that are used to generate 'noise' (something that has proved exceptionally useful in procedural terrain and texture synthesis) as well as some advanced procedural content generation techniques. The paper concludes with a summary of the discussed material while attempting to highlight areas for future research.
Fractals, Games, Software agents, Evolutionary computation, Shape, Memory management, Electronic mail
T. J. Rose and A. G. Bakaoukas, "Algorithms and Approaches for Procedural Terrain Generation - A Brief Review of Current Techniques," 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games)(VS-GAMES), Barcelona, Spain, 2016, pp. 1-2.