pier luca lanzi, michele pirovano - procedural content generation with unity
TRANSCRIPT
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Procedural Content Generation with
Unity
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
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.
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
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
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
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
https://www.youtube.com/watch?v=ISR4ebdGlOk
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
what’s the basic principle?
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);
}
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
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Outline
geometry
textures
animations
dungeons
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Procedural Geometry
(Quads)
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
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();
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;
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Procedural Geometry
(Polygons)
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;
}
/// ...
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Procedural Geometry
(Surfaces)
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);
...
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);
}
}
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Procedural Geometry
(Cubes, Cylinders, Flowers)
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Procedural Generation of Textures
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
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();
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
// Noise pattern
noiseR =
SimplexNoise.noiseOctaves(nOctaves,xx*betaWR,yy,seed,frequenc
y);
// Alpha blending
valueR = (1-alphaR)+alphaR*noiseR;
// Sine pattern
valueR *= Mathf.Sin(noiseR*(sineX*x+sineY*y)*sineFrequency);
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Procedural Animations
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Procedural Animation
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Animation in Unity
Skinned mesh renderer
Transforms = Bones
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;
}
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Cave Generation
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
/// random fill the text map
void RandomFillMap() {
if (useRandomSeed) {
seed = Time.time.ToString();
}
System.Random pseudoRandom =
new System.Random(seed.GetHashCode());
for (int x = 0; x < width; x ++) {
for (int y = 0; y < height; y ++) {
if (x == 0 || x == width-1 ||
y == 0 || y == height -1) {
map[x,y] = 1;
} else {
map[x,y] = (pseudoRandom.Next(0,100) <
randomFillPercent)? 1: 0;
}
}
}
}
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
void SmoothMap() {
for (int x = 0; x < width; x ++) {
for (int y = 0; y < height; y ++) {
int neighbourWallTiles =
GetSurroundingWallCount(x,y);
if (neighbourWallTiles > 4)
map[x,y] = 1;
else if (neighbourWallTiles < 4)
map[x,y] = 0;
}
}
}
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Dungeon Generation
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
Dungeon Generation
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
The Grid Map
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
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.storeyS
eparationHeight),l.y*behaviour.tileSize), Quaternion.identity);
go.name = cell_type.ToString();
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
we can do it, so can you!
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
http://www.youtube.com/watch?v=uIUYWzdMXog
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
http://www.michelepirovano.com/portfolio_swordgenerator.php
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
http://www.michelepirovano.com/portfolio_swordgenerator.php
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
http://www.polimigamecollective.org
http://www.facebook.com/polimigamecollective
http://www.youtube.com/PierLucaLanzi
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
49
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.
50
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 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!
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
f(x) = sin(x)
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
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
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
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
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
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
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
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.
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015
ingredient #7
gameplay integration
Is it fun to play? Is the progression
adequate?
Pier Luca Lanzi e Michele Pirovano – Codemotion Milan
November 2015