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Citations – 00323981

If the river course must be changed, the operator just need to adjust the control
points; if the river appearance must be tweaked, the operator can change the
footprint and all shapes using that footprint in the map will automatically be
updated to reflect the new appearance.

An assisted approach to procedurally generate urban ecosystems is the interactive


procedural system [47]. That system consists of two main processes: urban model
generation and plant model generation. A socio-economical and geometrical
simulation approach is used in order to generate the urban model e.g [47], [48]. The
plant management algorithm determines the manageability level of contained
plants for each city block. The manageability level determines the percentage of
wild plants allowed in each area that later will be used by ecosystem simulation. A
procedural planting algorithm seeds the plants and a competition based ecosystem
simulation is used to determine the plants that will remain. In order to handle the
simulation of the plants development a symmetric and asymmetric plant
competition approach can be used e.g. [49], [50], [51]. Figure 14 shows the
illustration of an urban ecosystem that is still evolving over the time (trees are
growing). Another assisted approach for ci

This paper presented an overview of several procedural content generation


techniques. All techniques were grouped according to their resulting content such as
terrains/continents, roads/rivers and cities. Additionally each technique was
classified as assisted or no-assisted highlighting the need of human interaction or
guidance in order to produce content using the referenced technique. Classical and
modern methods were reviewed providing substantial information that can be used
directly in the game develop- ment industry or as a starting point for further
research and creation of new techniques

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