Download - SSX Procedural Slides
Procedural Generation of Mountains and Tracks in SSX
with Caleb Howard
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Procedural Generation of Mountains and Tracks in SSX
with Caleb Howard
Challenges
Automatic vs. Procedural
How do procedural techniques fit in to the game development process? Are we trying to replace
artists and designers?
Elevation Data
Elevation Data
Agenda
1. Tracks & Gameplay
2. Surrounding Terrain
3. Tool Pipeline
4. Workflow
5. Discussion
TRACKS & GAMEPLAY Part 1.
The Track
Track “Ribbons”
Ribbon Controls
Ribbon Parameters
• Difficulty is set first.
• Parameters:
► Slope.
► Turns.
► Hazards.
• Branch Probabilities.
Track Geometry
Swept Profiles
Meshes
Advanced Profiles
Dynamic Profiles
Subtracting Tunnels
Underlying Representation (1)
Underlying Representation (2)
SURROUNDING TERRAIN Part 2.
Skirt Generation
Skirt Generation
Texturing
Surfacing
Mesh Decimation
Rocks
Trees
Instance Placement
Manual Placement
Are all trees placed automatically? Did the artists need tools to move trees that were generated?
Surface Alteration
Distant Mountains
TOOL PIPELINE Part 3.
Houdini
Houdini
Node-Based Pipeline
SSX Pipeline
Path Terrain Instances Mesh Lights Audio Effects
Procedural Benefits
What are the benefits of node-based pipelines for procedural generation?
Houdini and SSX
How many custom nodes were written for Houdini to implement the SSX pipeline?
WORKFLOW Part 4.
Old Ways
Build Pipeline
Test Pipeline
Lock Pipeline
Proof Of Concept
Proof Of Concept
With Designers
How difficult was it to get designers on board with procedural generation?
With Artists
Similarly, was it more difficult for the artists that were not familiar with procedural generation?
DISCUSSION Part 5.
Credits
• Tom Munro
• Ryan Ackert
• Brendon Vitz
• Craig Hall
• Carlos Lemus
• Bryn Wyka
• Demetrius Apostopoulos
• Ivan DeWolf
• Carlos Lemus
Procedural Generation of Mountains and Tracks in SSX
with Caleb Howard