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1 change: 1 addition & 0 deletions community/games/README.md
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Expand Up @@ -19,6 +19,7 @@ This is exactly what we'd like to replicate in this folder. Here you'll find bas

* [Random Terrain Generation](random_terrain_generation.ipynb) - A simple example of using quantum computers for the kind of procedural generation often used in games.

* [Quantum Animations](quantum_animations.ipynb) - A simple example of making pixel art animations with quantum computers.

## Contributing

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501 changes: 501 additions & 0 deletions community/games/quantum_animations.ipynb

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4 changes: 3 additions & 1 deletion community/games/random_terrain_generation.ipynb
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"cell_type": "markdown",
"metadata": {},
"source": [
"Clearly our Terrain maps are blockier than the example of Perlin noise shown at the top. This could be dealt with by adding more qubits, or simply by being careful in choosing how we apply the method. When generating terrain with Perlin noise, multiple layers are often used to create a good effect. Perhaps in future, some of those layers could be quantum."
"Clearly our Terrain maps are blockier than the example of Perlin noise shown at the top. This could be dealt with by adding more qubits, or simply by being careful in choosing how we apply the method. When generating terrain with Perlin noise, multiple layers are often used to create a good effect. Perhaps in future, some of those layers could be quantum.\n",
"\n",
"For another example of generation images using qubits, see the [Quantum Animations](quantum_animations.ipynb) notebook."
]
}
],
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