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Procedural content generation for ga...
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Lupiani, Isabel.
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Procedural content generation for games = automate 3D asset and environment creation with Blender Python and geometry nodes /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Procedural content generation for games/ by Isabel Lupiani.
Reminder of title:
automate 3D asset and environment creation with Blender Python and geometry nodes /
Author:
Lupiani, Isabel.
Published:
Berkeley, CA :Apress : : 2025.,
Description:
xxi, 507 p. :ill. (chiefly col.), digital ;24 cm.
[NT 15003449]:
Chapter 1: Overview of Procedural Content Generation Methods -- Chapter 2: Blender Python Game Weapon Generator: Part 1 -- Chapter 3: Blender Python Game Weapon Generator: Part 2 -- Chapter 4: Generating Materials with Geometry Nodes, Python, and Shader Nodes -- Chapter 5: Editing and Generating Meshes with Geometry Nodes -- Chapter 6: Fractal Terrain Generation -- Chapter 7: L-Systems for Plant Generation -- Chapter 8: GIS Based Generation Part 1 - Skylines from Building Footprints -- Chapter 9: GIS Based Generation Part 2 - Terrain from Digital Elevation Models (DEM) -- Chapter 10: Import Generated Geometry Into Unreal.
Contained By:
Springer Nature eBook
Subject:
Python (Computer program language) -
Online resource:
https://doi.org/10.1007/979-8-8688-1787-8
ISBN:
9798868817878
Procedural content generation for games = automate 3D asset and environment creation with Blender Python and geometry nodes /
Lupiani, Isabel.
Procedural content generation for games
automate 3D asset and environment creation with Blender Python and geometry nodes /[electronic resource] :by Isabel Lupiani. - Berkeley, CA :Apress :2025. - xxi, 507 p. :ill. (chiefly col.), digital ;24 cm.
Chapter 1: Overview of Procedural Content Generation Methods -- Chapter 2: Blender Python Game Weapon Generator: Part 1 -- Chapter 3: Blender Python Game Weapon Generator: Part 2 -- Chapter 4: Generating Materials with Geometry Nodes, Python, and Shader Nodes -- Chapter 5: Editing and Generating Meshes with Geometry Nodes -- Chapter 6: Fractal Terrain Generation -- Chapter 7: L-Systems for Plant Generation -- Chapter 8: GIS Based Generation Part 1 - Skylines from Building Footprints -- Chapter 9: GIS Based Generation Part 2 - Terrain from Digital Elevation Models (DEM) -- Chapter 10: Import Generated Geometry Into Unreal.
ISBN: 9798868817878
Standard No.: 10.1007/979-8-8688-1787-8doiSubjects--Topical Terms:
729789
Python (Computer program language)
LC Class. No.: QA76.73.P98
Dewey Class. No.: 006.693
Procedural content generation for games = automate 3D asset and environment creation with Blender Python and geometry nodes /
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Chapter 1: Overview of Procedural Content Generation Methods -- Chapter 2: Blender Python Game Weapon Generator: Part 1 -- Chapter 3: Blender Python Game Weapon Generator: Part 2 -- Chapter 4: Generating Materials with Geometry Nodes, Python, and Shader Nodes -- Chapter 5: Editing and Generating Meshes with Geometry Nodes -- Chapter 6: Fractal Terrain Generation -- Chapter 7: L-Systems for Plant Generation -- Chapter 8: GIS Based Generation Part 1 - Skylines from Building Footprints -- Chapter 9: GIS Based Generation Part 2 - Terrain from Digital Elevation Models (DEM) -- Chapter 10: Import Generated Geometry Into Unreal.
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based on 0 review(s)
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