Week 4-5 – Generating a world
This has taken me quite a lot of work to get right. It is still not quite how I would like it as the world is generated from tiles with perlin noise added to give some variation to make it look more organic. But the tile selection is still random, as i would like it to work from a seed so that maps can be reproduced.
This is true size of the maps they are 16×16 pixels using grayscale to store the information.
This is them with 900% zoom.
Black represents 0, this being the floor height. White represents 1, this being the wall height. And grey represents the ability to sway, between wall and floor, this allows the perlin noise to take advantage of this to change the design how the noise sees fit.
How it works:
Because the maps are 16×16 the world is only able to generate square multiples of 16. The map generator takes these 16×16 images, selecting from them and putting them into an image that is 1×1 pixel per position for the final map. Once it has generated this new larger X*16² pixel image. It then uses the pixel information to generate the world, as it reads the pixel data for each position it takes into account the perlin information base on that pixels position. The result is a 0-1 scalar value that is than simply using a bias for wall placement where any value below the bias is floor, and any value equal to or above becomes a wall. I am also using the perlin information with a different bias to place resources, that is why they all clump together. This is hopefully temporary.
I have taken this and the pathing from the weeks before to create drones capable of navigating the world, this still needs quite a lot of work, as they have a lot of issues, that I hope to address in the coming week.
This week we learned how to set up a simple physics interaction, in the form of rope simulation. And how to use Verlet Integration, to make it more performant. The last class of this week we will be looking over spatial partitioning and how it can be used to improve performance.
This week I have learned: A* & GOAP (and a little bit of D*)
I spent a long time trying to implement a pathNode generation system. That honestly turned into a pile of crap. But that’s how first attempts go. All it all it looked good:
After I had this thing working I begun to try to implement A* base off the class presentation. But quickly realised that the way I had done the grid implementation did not work effectively enough for a good implementation of A* as the two systems generated problems that I did not understand in their entirety. So I decided to make use of a previous tutorial(Sebastian Lague A*), that I have worked through before, this was a good result as I gained a better understanding of each part and its function.
GOAP – Goal Oriented Action Planning
Basically just read this and watch your horizons expand: Three States and a Plan: The A.I. of F.E.A.R. – Jeff Orkin
But in case you are to lazy to read it(Seriously, take the time to read it!) The gist of it is: Their are goals and actions. Entities have their own internal understanding of the world, and how it can effect that state to complete a goal. To do this goals are generalized to a desired world state. This means that any entity in the game can be given the same goal. And it must use its own abilities to attempt to shift the current world state to the goal state. To do this it has a range of actions that it is able to take. These actions can be anything that is relevant to the entity, the actions have prerequisites, and effects. And the system calculates the cosings of each action to stack them in an order that will hopefully result in goal state.
The little bit of D*
D star is a path originally based off A* pathing, it is designed to be able to handle the possibility of unknown path data. And to be able to improve the efficiency of repathingas the pathData is updated. To do this it makes use of propagation waves that are used on repathing as the propagation waves make it less likely or more likely to plan paths through areas based on the result of the previous pathing attempts. This alongside the fact that It plots its from target to current location make it able to update the path from a position up the chain allowing the entity to continue to Navigate along the old path while a new path is planned from the updated PathData. This can then be spliced into the current Path, allowing a continuous flow.
This week I have learned:
Some great tricks for storing data, using enumeration, and dictionary’s in unity. Great work on that btw Ethan. I have also learned about C# extension methods, and how awesome they can be. In short they allow you to be able to add on functionality to inaccessible classes, this can be great for wrapping non project standard workflow from external classes in project relevant functionality without having to specifically write a wrapper class. I have also learned about some pathing methods, some of their use cases, shortfalls, and common elements. These being;
- Spatial Graphs
- That use discrete points to manage their pathdata.
- Navigation Meshes
- That use mesh information such as polygons or polyhedron’s. So they are able to store path data, in points and edges, allowing for an efficient and flexible method of generating pathable areas.
- Potential Fields
- That use vector data to determine directional force inside of an area, allowing the path to effectively “roll down hill”.
Also learning about all of the things that you can do with Path data to take advantage of preprocessed data stored in memory to reduce runtime processing is quite extraordinary.
I look forward to the coming week to learn more about these systems and how we can take advantage of them for our own purposes.
What did I learn about my practice in Studio 1?
I learned that I do not work well when trying to make my own goals. This is a key issue that I know has affected me all throughout my studies, but only reality clicked that it was a key issue that had such a drastic flow on effect, during the wrap up of studio 1. Ways that I plan to mitigate this issue is to find someone I can use to help me plan realistic Finish Lines and Checkpoints. This someone should if possible be close to the project for a better perspective of the requirements, but if necessary, a friend or coworker that is willing to help. Finish Lines, are key stopping points, times where the body of work should meet a deliverable state, with realistic time frames, these are discussed and planned with the review of the someone. Checkpoints self reflections of the body of work between finish lines, where I check for any Redflags.
Redflags are as follows;
- I do not have the necessary knowledge to complete a task.
- Solution; is to do some research, and ask for help.
- I have spent far to long on the same task.
- Solution; reorder priorities and finalise talk to minimum viable.
- No documentation, jumped into production with too little planing
- Solution, step back and reassess planing.
What do you already know about AI? what do you want to learn?
I know that AI is about deriving a state from inputs, resulting in a desired behavior, that can be counted on to respond in the expected way when encountering the same world state. This is a wordy way of saying we expect an AI entity to react to stuff and things in a predictable way within the desired framework of that AI entities world space.
I want to learn about how we make AI appear to make smart decisions, I want to learn about how they communicate with other game systems. And how to make that an interesting thing for an external force(such as a player) to interact with.
What do you already know about maths and curves in games? what would you like to know?
Maths in general are one of my weakest areas of knowledge, If it is logic based maths I feel I have a strong understanding but dealing with numbers and doing complicated mathematics is something that I struggle with on a regular basis, but I feel this is an area of self development, more than a focus for studies.
I want to know lots of cool formula and curves and how they work so I can use them to implement interesting behaviors in efficient ways( the area of efficiency is relative to the task).
What do you expect to out get out of Studio 2? What do you want to get out of Studio 2?
I am expecting to get a lot of understanding of some of the more complicated areas of games development, and to hopefully make some interesting stuff. But what I would really like to double down on is sumilatory systems and how to make them resilient enough that they can work in conjunction to become more than a sum of their parts.
What is my end goal.
My end goal is to come out on the other side of studio 2 with some great knowledge about AI and system interactions.