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Codemotion Milan - November 21 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015 Procedural Content Generation with Unity
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Page 1: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Procedural Content Generation with Unity

Page 2: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

What is Procedural Content Generation?

Procedural Generation

with no or limited human intervention, algorithmically

of Content

of “things that affect the gameplay”, not non-player

character behavior, not the game engine

Page 3: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

so what exactly is procedurally generated?

levels, tracks, maps, terrains, dungeons, puzzles,

buildings, trees, grass, fire, plots, descriptions,

scenarios, dialogues, quests, characters, rules,

boards, parameters, camera viewpoint, dynamics,

weapons, clothing, vehicles, personalities, etc.

Page 4: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015 http://en.wikipedia.org/wiki/Rogue_(video_game)#mediaviewer/File:Rogue_Screen_Shot_CAR.PNG

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

BBC Micro – 2 MHz MOS Technology 6502/6512

16-128 kB RAM 32-128 kB ROM

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015 https://www.youtube.com/watch?v=ISR4ebdGlOk

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

what’s the basic principle?

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

f(x) = sin(x)

float y = 0f; for (float x = 0f; x<6.28f; x+=.01f) { y = Mathf.Sin(x); }

Page 12: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

What the ingredients?

domain knowledge

structured randomness

multi-layering

filters, limits & restrictions

specialized algorithms

artificial intelligence

gameplay integration

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Outline

geometry

textures

animations

dungeons

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Procedural Geometry (Quads)

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

/// specify vertices Vector3[] vertices = new Vector3[4]; vertices[0] = new Vector3(0.0f, 0.0f, 0.0f); vertices[1] = new Vector3(0.0f, 0.0f, m_Length); vertices[2] = new Vector3(m_Width, 0.0f, m_Length); vertices[3] = new Vector3(m_Width, 0.0f, 0.0f); /// specify 2 triangles int[] indices = new int[6]; /// triangle 1 indices[0] = 0; indices[1] = 1; indices[2] = 2;

/// triangle 2 indices[3] = 0; indices[4] = 2; indices[5] = 3; /// create the mesh Mesh mesh = new Mesh(); mesh.vertices = vertices; mesh.triangles = indices; mesh.RecalculateBounds();

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

/// create the normals Vector3[] normals = new Vector3[4]; normals[0] = Vector3.up; normals[1] = Vector3.up; normals[2] = Vector3.up; normals[3] = Vector3.up; mesh.normals = normals; /// create the UV for the full texture Vector2[] uv = new Vector2[4]; uv[0] = new Vector2(0.0f, 0.0f); uv[1] = new Vector2(0.0f, 1.0f); uv[2] = new Vector2(1.0f, 1.0f); uv[3] = new Vector2(1.0f, 0.0f); mesh.uv = uv; /// create the UV for half texture Vector2[] uv = new Vector2[4]; uv[0] = new Vector2(0.0f, 0.0f); uv[1] = new Vector2(0.0f, 1.0f); uv[2] = new Vector2(0.5f, 1.0f); uv[3] = new Vector2(0.5f, 0.0f); mesh.uv = uv;

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Procedural Geometry (Polygons)

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

/// specify vertices Vector3[] vertices = new Vector3[_no_sides]; float d = 2*Mathf.PI/no_sides; for(int s=0; s<_no_sides; s++) { vertices[s] = new Vector3(Mathf.Cos (-s*d), 0f, Mathf.Sin (-s*d)) * _ray; } /// compute triangles no_sides-2 triangles, 3 indices each int[] indices = new int[(_no_sides-2)*3]; for(int t=0; t<_no_sides-2; t++) { indices[t*3] = t; indices[t*3+1] = t+1; indices[t*3+2] = vertices.Length-1; } /// ...

Page 20: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Procedural Geometry (Surfaces)

Page 21: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

public class MeshBuilder {

public List<Vector3> Vertices; public List<Vector3> Normals; public List<Vector2> UVs;

public void AddTriangle(int i0, int i1, int i2); public Mesh CreateMesh()

} MeshBuilder meshBuilder = new MeshBuilder(); //Set up the vertices and triangles: meshBuilder.Vertices.Add(new Vector3(0.0f, 0.0f, 0.0f)); meshBuilder.UVs.Add(new Vector2(0.0f, 0.0f)); meshBuilder.Normals.Add(Vector3.up); ... meshBuilder.AddTriangle(0, 1, 2); meshBuilder.AddTriangle(0, 2, 3); ...

Page 22: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

MeshBuilder meshBuilder = new MeshBuilder(); for (int i = 0; i < m_SegmentCount; i++) { float z = m_Length * i; for (int j = 0; j < m_SegmentCount; j++) { float x = m_Width * j; Vector3 offset = new Vector3(x, Random.Range(0.0f, m_Height), z); BuildQuad(meshBuilder, offset); } }

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Procedural Geometry (Cubes, Cylinders, Flowers)

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Procedural Generation of Textures

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

structured noise

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

// Create the new texture texture = new Texture2D(width, height, TextureFormat.RGBA32, false); // Assign it to the material GetComponent<MeshRenderer>().material.mainTexture = texture; // Generate the pixels for (int y = 0; y < height; y++){ for (int x = 0; x < width; x++){ R = … G = … B = … A = … texture.SetPixel(x, y, new Color (R, G, B, A)); } } // Apply the texture texture.Apply();

Page 32: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

// Noise pattern noiseR = SimplexNoise.noiseOctaves(nOctaves,xx*betaWR,yy,seed,frequency); // Alpha blending valueR = (1-alphaR)+alphaR*noiseR; // Sine pattern valueR *= Mathf.Sin(noiseR*(sineX*x+sineY*y)*sineFrequency);

Page 33: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Procedural Animations

Page 34: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Procedural Animation

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Animation in Unity

Skinned mesh renderer

Transforms = Bones

Page 36: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

// Get all children transforms var bones = gameObject.GetComponentsInChildren<Transform>(); // Rotate them using a sine wave foreach(var bone in bones) { // Create a sine wave float angle = Mathf.Sin(t + phase)*amplitude; // Assign rotation Vector3 tmpRot = bone.localEulerAngles; tmpRot.z = angle; bone.localEulerAngles = tmpRot; }

Page 37: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Dungeon Generation

Page 38: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Dungeon Generation

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

The Grid Map

Page 40: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

// Mark the starting location CellLocation currentLocation = starting_location; map.MarkAsVisited(currentLocation); // Pick a starting direction Direction previousDirection = Direction.North; // Repeat until all cells have been visited while (!map.AllCellsVisited) { // Choose a direction DirectionPicker directionPicker = new DirectionPicker(map, currentLocation, directionChangeModifier, previousDirection); Direction direction = directionPicker.GetNextDirection(map, currentLocation); // Check if we can go in that direction if (direction != Direction.None) { // Create a corridor to the next cell and flag this cell as visited previousLocations.Add(currentLocation); previousDirection = direction; currentLocation = map.CreateCorridor(currentLocation, direction); map.FlagCellAsVisited(currentLocation); } else { // Backtrack currentLocation = previousLocations[previousLocations.Count - 1]; previousLocations.RemoveAt(previousLocations.Count - 1); } }

Recursive Backtracking algorithm

Page 41: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Virtual Map -> Physical Map

// Choose a prefab based on the cell type GameObject prefab = behaviour.GetPrefab(cell_type); // Instantiate the prefab at the given position GameObject go = (GameObject)GameObject.Instantiate(prefab, new Vector3(l.x*behaviour.tileSize,l.storey*(behaviour.wallHeight+behaviour.storeySeparationHeight),l.y*behaviour.tileSize), Quaternion.identity); go.name = cell_type.ToString();

Page 42: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

we can do it, so can you!

Page 43: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

http://www.youtube.com/watch?v=uIUYWzdMXog

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015 http://www.michelepirovano.com/portfolio_swordgenerator.php

Page 45: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015 http://www.michelepirovano.com/portfolio_swordgenerator.php

Page 46: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

http://www.polimigamecollective.orghttp://www.facebook.com/polimigamecollective

http://www.youtube.com/PierLucaLanzi

Page 47: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

47

Page 48: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Ingredients #1 & #2 Domain Knowledge & Artificial Intelligence

•  Domain Knowledge § To generate something you need to know it

§ PCG typically aims at building an artificial level designer, usually needs domain knowledge about level design

•  Artificial Intelligence

§ Need algorithms that can work on complex knowledge and generate plausible content

§ Search-based methods, L-systems, evolutionary computation, fractals, cellular automata, agent-based methods, planning, etc.

48

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

Page 50: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

ingredient #3

structured randomness

things look like they have been randomly

generated but it is not completely at random!

Page 51: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

f(x) = sin(x)

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

they both look like “noise”

but one of them feels like it has structure…

it is structured randomness

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

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Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

ingredient #4

multi-layering

typically more layers of procedural

content generation are applied in sequence

Page 56: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

• Warzone 2100

§ Heights & Cliffs

§ Roads

§ Textures

§ Player Bases

§ Local Features

•  Civilization 4

§ Fractal Heightfield

§ Plate Tectonics

§ Tile Types

§ Rivers and Lakes

§ Map Bonuses

Page 57: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

ingredient #5

Filters, Limits & Restrictions

“In Civ3 I would say we even shipped with a sub-standard resource

placement algorithm where all the iron could be concentrated in just

a few small locations on the map, and for one player there may be literally no way for them to build swordsmen.” – Soren Johnson

"With Civ4 we instituted randomness with limitations. There

always has to be a minimum distance between each element of

iron, or each element of horses, and that completely solved the

problem.” – Soren Johnson

Page 58: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

ingredient #6

specialized algorithms

placing special items, requires special tricks

this tricks must be encoded in the PCG

Page 59: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

1.  Connect all bases, the resources, pick three random points and connect them

2.  Apply a customize A* heuristic and reuse roads!

3.  Customize A* heuristic with randomize cost of non-road grid cells.

Page 60: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015

ingredient #7

gameplay integration

Is it fun to play? Is the progression adequate?

Page 61: Codemotion Milan - November 21 2015

Pier Luca Lanzi e Michele Pirovano – Codemotion Milan November 2015


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