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Procedural Content Generation in Video Games A Guefte-Leckture in Several Diftinguish'd Actes A Guefte-Leckture in Several Diftinguish'd Actes Nick Rudzicz (loves fonts) Nick Rudzicz COMP521 Winter 2008 Background The Man: Nick


  1. Procedural Content Generation in Video Games A Guefte-Leckture in Several Diftinguish'd Actes A Guefte-Leckture in Several Diftinguish'd Actes Nick Rudzicz (loves fonts) Nick Rudzicz COMP521 – Winter 2008

  2. Background  The Man: Nick Rudzicz Nick Rudzicz COMP521 – Winter 2008

  3. Background  The Man: Nick Rudzicz  The Legend: It's pronounced ''ROO-jich'' Nick Rudzicz COMP521 – Winter 2008

  4. Background  The Man: Nick Rudzicz  The Legend: It's pronounced ''ROO-jich''  ...the hell? Seeking a Master's degree in Computer Science in the field of video game awesomeness Nick Rudzicz COMP521 – Winter 2008

  5. Motivation  I am both a giant nerd and a giant geek Nick Rudzicz COMP521 – Winter 2008

  6. Motivation  I am both a giant nerd and a giant geek  Nerd: I can read this: Nick Rudzicz COMP521 – Winter 2008

  7. Motivation  I am both a giant nerd and a giant geek  Geek: The following is the  Nerd: I can read this: Nick Rudzicz COMP521 – Winter 2008

  8. Motivation  I am both a giant nerd and a giant geek  Geek: The following is the  Nerd: I can read this: Best. Nick Rudzicz COMP521 – Winter 2008

  9. Motivation  I am both a giant nerd and a giant geek  Geek: The following is the  Nerd: I can read this: Best. Game. Nick Rudzicz COMP521 – Winter 2008

  10. Motivation  I am both a giant nerd and a giant geek  Geek: The following is the  Nerd: I can read this: Best. Game. Ever. Nick Rudzicz COMP521 – Winter 2008

  11. Motivation  I get a kick out of world creation, exploration Nick Rudzicz COMP521 – Winter 2008

  12. Motivation  I get a kick out of world creation, exploration  (Recall your 4 basic gamer types...) Nick Rudzicz COMP521 – Winter 2008

  13. Content  Q: What is content? Nick Rudzicz COMP521 – Winter 2008

  14. Content  Q: What is content?  A: Everything in the game that provides the gamer w/ sensory input (graphics, music, NPCs, text, etc.) Nick Rudzicz COMP521 – Winter 2008

  15. Content  Q: What is content?  A: Everything in the game that provides the gamer w/ sensory input (graphics, music, NPCs, text, etc.)  Content: Nick Rudzicz COMP521 – Winter 2008

  16. Content  Q: Why is content important? Nick Rudzicz COMP521 – Winter 2008

  17. Content  Q: Why is content important?  A: Storage space is expanding, graphical capability is skyrocketing – and both are getting cheaper. Nick Rudzicz COMP521 – Winter 2008

  18. Content  Q: Why is content important?  A: Storage space is expanding, graphical capability is skyrocketing – and both are getting cheaper.  Gamers expect more ''stuff'' in their games! Nick Rudzicz COMP521 – Winter 2008

  19. Content  Q: Why is content important? (cont'd)  Compare: 2002 1993 2006 Nick Rudzicz COMP521 – Winter 2008

  20. Content  Q: What makes content an important business problem? Nick Rudzicz COMP521 – Winter 2008

  21. Content  Q: What makes content an important business problem?  A: It sucks up resources like the Mega Maid in ''Spaceballs'' Game development budget Game development time Content Content Everything Everything else else * Entirely made-up graphs, but probably not far off Nick Rudzicz COMP521 – Winter 2008

  22. Content  A problem of scale: Nick Rudzicz COMP521 – Winter 2008

  23. Content  A problem of scale:  Dorval: 20.87km 2  GTA:SA: 36km 2  TES:Oblivion: 41.439km 2  WoW: 207.2km 2 Nick Rudzicz COMP521 – Winter 2008

  24. Content  A problem of scale:  Dorval: 20.87km 2  GTA:SA: 36km 2  TES:Oblivion: 41.439km 2  WoW: 207.2km 2  Island of Montreal: 500km 2  Tolkien's world (Arda): ???  How could we possibly build ''realistically-sized'' environments by hand? (And do we want to?) Nick Rudzicz COMP521 – Winter 2008

  25. World-building: What and How  Various levels of environmental content creation: Nick Rudzicz COMP521 – Winter 2008

  26. World-building: What and How  Various levels of environmental content creation:  Landscape  Vegetation  Cities  Buildings  Objects Nick Rudzicz COMP521 – Winter 2008

  27. World-building: What and How  Various levels of environmental content creation:  Landscape  Vegetation  Cities  Buildings  Objects  Forms a nice hierarchy Nick Rudzicz COMP521 – Winter 2008

  28. World-building: What and How  Various levels of environmental content creation:  Landscape  Vegetation  Cities  Buildings  Objects  Forms a nice hierarchy  Work has been done on individual levels Nick Rudzicz COMP521 – Winter 2008

  29. World-building: What and How  Levels of content creation:  Landscape  Vegetation  Cities  Buildings  Objects Nick Rudzicz COMP521 – Winter 2008

  30. World-building: What and How  Landscapes  Perlin Noise (!), Iterated fault lines, GIS, ... Nick Rudzicz COMP521 – Winter 2008

  31. World-building: What and How  Landscapes  Perlin Noise (!), Iterated fault lines, GIS, ...  Terragen (+ user input) is very good at this: Nick Rudzicz COMP521 – Winter 2008

  32. World-building: What and How  [Prusinkiewicz 1993] discusses the formation of rivers using fractals: Nick Rudzicz COMP521 – Winter 2008

  33. World-building: What and How  Levels of content creation:  Landscape  Vegetation  Cities  Buildings  Objects Nick Rudzicz COMP521 – Winter 2008

  34. World-building: What and How  [Wells 2005] uses cellular automata to simulate a floral ecosystem Nick Rudzicz COMP521 – Winter 2008

  35. World-building: What and How  [Wells 2005] uses cellular automata to simulate a floral ecosystem Nick Rudzicz COMP521 – Winter 2008

  36. World-building: What and How  Even individual plants can be procedurally generated using Lindenmeyer systems (L-Systems) Nick Rudzicz COMP521 – Winter 2008

  37. World-building: What and How  Even individual plants can be procedurally generated using Lindenmeyer systems (L-Systems)  String rewriting mechanism, much like a context-free grammar (or even context sensitive) Nick Rudzicz COMP521 – Winter 2008

  38. World-building: What and How  Even individual plants can be procedurally generated using Lindenmeyer systems (L-Systems)  String rewriting mechanism, much like a context-free grammar (or even context sensitive) Nick Rudzicz COMP521 – Winter 2008

  39. World-building: What and How  Levels of content creation:  Landscape  Vegetation  Cities  Buildings  Objects Nick Rudzicz COMP521 – Winter 2008

  40. World-building: What and How  [Parish & Mueller 2000] developed CityEngine  Re-uses L-Systems for branching road networks! Nick Rudzicz COMP521 – Winter 2008

  41. World-building: What and How  [Parish & Mueller 2000] developed CityEngine  Re-uses L-Systems for branching road networks!  Results are visually phenomenal Nick Rudzicz COMP521 – Winter 2008

  42. World-building: What and How  CityEngine + Nick Rudzicz COMP521 – Winter 2008

  43. World-building: What and How  CityEngine + Nick Rudzicz COMP521 – Winter 2008

  44. World-building: What and How  [Glass 2006] uses Voronoi diagrams to generate ''informal settlements'' Nick Rudzicz COMP521 – Winter 2008

  45. World-building: What and How  [Glass 2006] uses Voronoi diagrams to generate ''informal settlements'' Nick Rudzicz COMP521 – Winter 2008

  46. World-building: What and How  Levels of content creation:  Landscape  Vegetation  Cities  Buildings  Objects Nick Rudzicz COMP521 – Winter 2008

  47. World-building: What and How  [Wonka 2003] uses a ''shape grammar'' (much like an L-System) to generate building exteriors Nick Rudzicz COMP521 – Winter 2008

  48. World-building: What and How  [Wonka 2003] uses a ''shape grammar'' (much like an L-System) to generate building exteriors Nick Rudzicz COMP521 – Winter 2008

  49. World-building: What and How  Levels of content creation:  Landscape  Vegetation  Cities  Buildings  Objects Nick Rudzicz COMP521 – Winter 2008

  50. World-building: What and How  Very little (if any) work done at this level Nick Rudzicz COMP521 – Winter 2008

  51. World-building: What and How  Very little (if any) work done at this level  ...which makes this exciting Nick Rudzicz COMP521 – Winter 2008

  52. World-building: What and How  Very little (if any) work done at this level  ...which makes this exciting  What would this look like?  A formal grammar or rule set?  Object fork { placedIn{ ''counterDrawer'', 0.5; ''toilet'', 0.0 }; placedOn{ ''table'', 0.5; ...} ... nextTo{ ''plate'', 0.75; ...} } Nick Rudzicz COMP521 – Winter 2008

  53. World-building: What and How  Very little (if any) work done at this level  ...which makes this exciting  What would this look like?  A swarm of interior decorator agents?  Sort of like a backwards riot... Nick Rudzicz COMP521 – Winter 2008

  54. Where do I come in? Nick Rudzicz COMP521 – Winter 2008

  55. Where do I come in?  Thesising!  Word? No. Fun to say? Very yes! Nick Rudzicz COMP521 – Winter 2008

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