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Procgen. Chaz Pratt 11/3/2009. overview. What is procgen? What we tried? What worked? What didn’t? Try again?. background. Procgen is a production system L-Systems, Shape Grammars Symbols and rules Rules operate on symbols to produce more symbols Give up eventually

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Procgen l.jpg

Procgen

Chaz Pratt11/3/2009


Overview l.jpg
overview

  • What is procgen?

  • What we tried?

  • What worked?

  • What didn’t?

  • Try again?


Background l.jpg
background

  • Procgen is a production system

  • L-Systems, Shape Grammars

  • Symbols and rules

  • Rules operate on symbols to produce more symbols

  • Give up eventually

  • Procgen goes a step beyond generating geometry by abstracting gameplay objects into symbols and populating a level based on user specified design rules.


What we tried l.jpg
what we tried

  • Oct – Dec 08

  • Lua implementation, C++ integration

  • Runtime random arena levels



Procgen overview l.jpg
procgen overview

  • Rule Set: Objects, Variables, Rules

  • Conversion to a Lua table

  • “Instance” these tables and generate.

  • Resolve the object list

  • Play what you have made



Rule set tunning l.jpg
rule set tunning

  • Variables in the rule set are meant to provide a high level method for tweaking the fun of a level while the rules define the theme or core of what the level will be like.

  • In rcf2 the variables were adjustable via the excel config spreadsheet so there was no need to adjust the rule set every time a tweak was needed.

  • Two instances of the same rule set with different input parameters can produce very different levels


Lua table l.jpg
lua table

  • Each rule set is formed into a Lua table containing tables that hold the needed components

  • Identifier, Object Types, Object list, Variables, Rules

  • Each rule is a Lua function that takes a rule instance table and an object to modify



Instancing l.jpg
instancing

  • Using Lua coroutines (threads) two identical rule sets could be running at the same time

  • Rules sets can be recursive or run concurrently so each evaluation of a rule set uses a its own table


Progen run l.jpg
progen:run

  • The actual procgen engine was written in Lua

  • Each rule begins at the front of the object list and executes on each object.

  • If the conditions of the rule are satisfied it may remove, alter or use this object to generate new objects.

  • These objects are added to the front or end of the list depending on the rule

  • Objects appended to the list will also be evaluated by the current rule.

  • When the rule reaches the end of the list the next rule begins. If no rules are left, the generation process terminates.



Procgen resolve l.jpg
procgen:resolve

  • Each object in the list has a unique type that is explicitly defined by its name.

  • During resolution this name is used to find a corresponding resolution function which will be called to add that object to the game

  • If no function is found that object will silently fail to take form in the game.

  • Type Floor will search for ProcGen.FloorRes( gen, obj )

  • Resolution generally results in calling a C function that creates the specific object in our engine


What went right l.jpg
what went right?

  • Procgen was able to create in some base form all elements of gameplay attempted in ratchet: platforming, enemies, hazards, grind rails

  • Simple arena challenges could be laid out in a day or two.

  • Highly structured variability.

  • Had the ability to duplicate nearly all of the final challenges found in the final game.


What went wrong l.jpg
what went wrong?

  • Everything else?

  • Time and resources – extremely limited support, rcf2 over budget. . . something had to be sacrificed

  • Dynamic creation of objects that are expected to be set up in tools

  • EVERYTHING IS A MOBY

  • Lighting, Nav, Colision, etc


Mobies l.jpg
mobies

  • The basic geometry never evolved past a 1m cube scaled for collision and using igFXUtil to draw sufaces

  • No easy way to make static gemoetry

  • Jigsaw puzzles of mobies

  • Very restrictive Moby limits

  • For procgen to be utilized at runtime we need an engine that better supports the creation or spawning of static geometry.


Other dynamic objects l.jpg
Other dynamic objects

  • Path, Volumes, Clues – intended to be added in Luna

  • Outdated or broken spawning functions

  • Navmesh – our engine needs a way to dynamically spawn navmesh if there are going to be dynamically created components of the world.

  • More use of dynamic lighting and spawning lights from code would be a plus (not fully explored)

  • If it is used by gameplay there needs to be a convenient and fast way to spawn it at runtime.


Future applications l.jpg
future applications

  • Generate parts of the game that we want to be highly variable such as in rcf2

  • Create an ip that supports a primarily generated game

  • Use this tech to generate worlds offline that can be tweaked afterwards and saved

  • Use this to create flexible expansions of our tools to accomplish redundant task. ie crate stacks


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???

  • Questions?


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