您使用程序技术制作/看到过哪些内容
我正在研究我将来必须做的与程序生成技术有关的一些研究,我想知道您拥有什么类型的内容:
已开发
帮助开发
已实施
尝试开发
以及您使用什么方法/技术/程序来开发它。
如果您觉得慷慨,也许您甚至可以详细了解它的细节,例如用于开发它的数据结构和算法。
如果这需要作为社区维基,因为这不是我要求解决问题,请告诉我。 这不是一个家庭作业,因为它是一个我还没有参加的研究单元;)
I was looking at some study i have to do in the future to do with procedural generation techniques and i was wondering what type of content you have:
Developed
Helped Develop
Seen implemented
Tried to develop
and what methods/techniques/procedures you used to develop it.
If you feel generous maybe you can even go into specifics of it such as data structures ad algorithms you have used to develop it.
If this needs to be put as community wiki because it is not me asking for a problem to be solved just let me know.
This is not a homework thread because it is a research unit that i'm not taking yet ;)
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(4)
Allegorithmic 的产品用于实际发货标题中。这些人专注于纹理生成(离线和运行时)。
他们有一些非常漂亮的屏幕截图和演示。
Allegorithmic's products are used in actual shipping titles. These guys focus on texture generation (both offline and at runtime).
They have some very pretty screenshots and demos.
Introversion 软件公司、游戏 Defcon、Uplink 和 Darwinia(以及其他游戏)的制造商大约一年前开始开发一款游戏,该游戏广泛使用 PCG 进行城市生成,这是他们的工作视频,您可以在 游戏的开发日记(从页面底部的第一部分开始!)。
这立即引起了我极大的兴趣,看到游戏的潜力,我立即开始研究这项技术。我收集了一个包含 18 个关于该主题的 PDF 的文件夹(研究论文、SIGGRAPH 演示文稿等)。 在这里,我为您上传了。
主要方法是使用 L-Systems,但是,我从未有足够的时间了解它并从中做出一些东西。我尝试了其他不太成功的方法,例如使用 Voronois,递归地将矩形区域分割成更小的区域并稍微移动边界以获得一点随机性和多边形划分。
我从 Mike 的代码博客的帖子中获得的最后一个方法 (此处和此处) 。他博客上显示的屏幕截图让我流口水,我最大的程序员的梦想就是得到这样的东西。我给他发了一封电子邮件询问他是如何做到的,这是他回复的相关部分,我相信他不会介意我将其发布在这里:
我仍然没有成功地完全实现一个令我满意的解决方案,但它仍然是我最大的程序员实现这样的目标的梦想之一。
Introversion software, the makers of the games Defcon, Uplink and Darwinia (among others) have started working on a game about a year ago which extensively uses PCG for city generation, here is a video of their work, and you can read more about it on the development diary of the game (start from the first part at the bottom of the page!).
This immediately got me extremely interested, and seeing the potential for games I immediately started researching the technology. I have amassed a folder of 18 PDFs about the subject (research papers, SIGGRAPH presentations, etc). Here, I uploaded it for you.
The main approach is to use L-Systems, however, I never got around to understanding enough of that to make something out of this. I tried other, less successful approaches like using Voronois, recursively splitting a rectangular area into more smaller areas and shifting the boundaries a little to obtain a bit of randomness and polygon division.
The last method I had gotten from Mike's Code Blog's posts (here and here). The screenshots shown on his blog make me drool, it is my biggest programmer's dream to ever get something that looks like that. I emailed him to ask how he did it, and here is the relevant part of his reply, I'm sure he wouldn't mind me posting this here:
I for one still haven't managed to fully implement a solution of which I'm satisfied of, but it remains one of, if not my single biggest programmer's dream to ever achieve something like this.
以下是程序生成的地形(以及较小范围内的树叶)中的一些领导者。如果您在此处没有获得有关方法和技术的详细答案,您可能需要查看/在他们的论坛中提问。我在那里看到了一些关于技术的讨论。
TerraGen 2
世界构建器
世界机器
自然图形
Here are a few of the leaders in procedurally generated terrain (and to a lesser extent foliage). If you don't get a detailed answer here regarding methods and techniques, you might want to look in / ask in their forums. I have seen some discussions of techniques there.
TerraGen 2
World Builder
World Machine
Natural Graphics
没有人提到只使用程序性东西的演示场景?
所以,先搜索 Werkkzeug、Kkrieger、MilkyTracker。您还可以访问该网站 pouet 并观看制作精良的程序视频的奇迹(是的,程序视频剪辑!带有音乐和图形,所有程序都是程序!)
Noone mentioned the demoscene that ONLY use procedural stuff?
So, go search for Werkkzeug, Kkrieger, MilkyTracker to start. Also you can visit the site pouet and see the wonder of well done procedural videos (yes, procedural videoclips! With music and graphics, all procedural!)