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geekmaster
12 years agoProtege
Procedural Game Asset Generation
I would like to keep this thread devoted to procedurally generated content (little or no art assets other than code), and similar related stuff. Feel free to contribute to this thread. Thanks...
You can change the subject of your post to match its content, like I did for the following posts in this thread.
You can change the subject of your post to match its content, like I did for the following posts in this thread.
18 Replies
- geekmasterProtege
- geekmasterProtege
EDIT: I just found "pixel city" implemented as a cool windows screensaver:
http://pixelcity.googlecode.com/files/PixelCity_1_0_010.zip
Be careful to NOT move your mouse or it will exit. - geekmasterProtegeSomething else (that needs to be Rifted) from the city generator guy:
Okay, not procedural, but by the same guy, and funny (funny guy). - geekmasterProtege
Notice that this entire animation, with all of its "game assets" (including sound) is also used in the .kkrieger game, which is only 96 KB. Ninety-six kilobytes for an entire freaking game! That is what procedural assets are all about!
:D - geekmasterProtege
These sounds are not recorded. They are created in real-time using software algorithms. - geekmasterProtegeThis one is actually a shadertoy (completely written as a GLSL shader):
All the animation (and the pixels) are controlled with software algorithms. - geekmasterProtege
This is all coded as a shader. No assets at all other than shader code.
For more awesome shadertoy goodness, check this out:
https://www.shadertoy.com/browse
You can change the shader code on the web page and see the effect of your changes. Cool stuff!
This is an awesome shadertoy landscape:
https://www.shadertoy.com/view/MdlGW7
And procedural ocean waves:
https://www.shadertoy.com/view/4sXGRM - candiedbugHonored GuestThe procedural face generation demo made my jaw hit the floor. I see this as being a quick way of inserting real life facial data on VR avatars, no more need for 3D scanning. I wonder if the tech could be extended to extrapolate the entire body with a complete range of movement profile based on the subject's data, age, weight, etc. I think one of the most important things for realistic VR is a proper sense of self in the virtual space.
- ShigawireHonored GuestOh man, geekmaster. I have for a long time been IN LOVE with procedurality. It's long been considered "inadequate" for most production, and sort of frowned upon by 3d artists. But procedurality used to be a BIG feature of the great era of game development in the early 1990s. Look at Elite, Civilization, Covert Action, Pirates!, etc.
From the awesome videos you show here, gives me hope that procedurality is making a big return. I look forward to the day when the quality of procedurally generated content is able to compete with heavily scripted game content. At that point, you can focus on the actual game design, and less on the task of linear scripting. Big challenges yet remain though. That procedural cityscape was quite jaw-dropping, as well as the Tom Hanks avatar. - geekmasterProtegeHere is my fork of the source code for the "Pixel City" procedural city generation screensaver demo:
https://github.com/geekmaster/pixelcity
And here is the full tutorial on how it was developed:
http://www.shamusyoung.com/twentysidedtale/?p=2940
I plan to Riftify this as soon as I get some time to do it.
It was designed to run real-time on 2004-vintage hardware. Image what we can do on modern hardware. Alslo notice that the screensaver is only 120KB, but after I compressed it with UPX on my computer it is only 62KB, and it contains all game assets shown in the video (and more) inside that 62KB file! Awesome stuff, eh?
:D
Procedural asset generation has been a primary component of the "demo scene" crowd for quite some time. Some game engines (including Unity, UDK, and Blender) have some procedural textures either built-in or available as add-ons. Nothing quite like what the demo scene has to offer for free, though...
You can see more of this stuff in the "Church of the Rift" thread over at MTBS3D:
http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=16342
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