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Procedural Generation of Mountains and Tracks in SSX with Caleb Howard This interview will begin shortly... Stay tuned!
48

SSX Procedural Slides

Apr 21, 2015

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Page 1: SSX Procedural Slides

Procedural Generation of Mountains and Tracks in SSX

with Caleb Howard

This interview will begin shortly...

Stay tuned!

Page 2: SSX Procedural Slides

Procedural Generation of Mountains and Tracks in SSX

with Caleb Howard

Page 3: SSX Procedural Slides

Challenges

Page 4: SSX Procedural Slides

Automatic vs. Procedural

How do procedural techniques fit in to the game development process? Are we trying to replace

artists and designers?

Page 5: SSX Procedural Slides

Elevation Data

Page 6: SSX Procedural Slides

Elevation Data

Page 7: SSX Procedural Slides

Agenda

1. Tracks & Gameplay

2. Surrounding Terrain

3. Tool Pipeline

4. Workflow

5. Discussion

Page 8: SSX Procedural Slides

TRACKS & GAMEPLAY Part 1.

Page 9: SSX Procedural Slides

The Track

Page 10: SSX Procedural Slides

Track “Ribbons”

Page 11: SSX Procedural Slides

Ribbon Controls

Page 12: SSX Procedural Slides

Ribbon Parameters

• Difficulty is set first.

• Parameters:

► Slope.

► Turns.

► Hazards.

• Branch Probabilities.

Page 13: SSX Procedural Slides

Track Geometry

Page 14: SSX Procedural Slides

Swept Profiles

Page 15: SSX Procedural Slides

Meshes

Page 16: SSX Procedural Slides

Advanced Profiles

Page 17: SSX Procedural Slides

Dynamic Profiles

Page 18: SSX Procedural Slides

Subtracting Tunnels

Page 19: SSX Procedural Slides

Underlying Representation (1)

Page 20: SSX Procedural Slides

Underlying Representation (2)

Page 21: SSX Procedural Slides

SURROUNDING TERRAIN Part 2.

Page 22: SSX Procedural Slides

Skirt Generation

Page 23: SSX Procedural Slides

Skirt Generation

Page 24: SSX Procedural Slides

Texturing

Page 25: SSX Procedural Slides

Surfacing

Page 26: SSX Procedural Slides

Mesh Decimation

Page 27: SSX Procedural Slides

Rocks

Page 28: SSX Procedural Slides

Trees

Page 29: SSX Procedural Slides

Instance Placement

Page 30: SSX Procedural Slides

Manual Placement

Are all trees placed automatically? Did the artists need tools to move trees that were generated?

Page 31: SSX Procedural Slides

Surface Alteration

Page 32: SSX Procedural Slides

Distant Mountains

Page 33: SSX Procedural Slides

TOOL PIPELINE Part 3.

Page 34: SSX Procedural Slides

Houdini

Page 35: SSX Procedural Slides

Houdini

Page 36: SSX Procedural Slides

Node-Based Pipeline

Page 37: SSX Procedural Slides

SSX Pipeline

Path Terrain Instances Mesh Lights Audio Effects

Page 38: SSX Procedural Slides

Procedural Benefits

What are the benefits of node-based pipelines for procedural generation?

Page 39: SSX Procedural Slides

Houdini and SSX

How many custom nodes were written for Houdini to implement the SSX pipeline?

Page 40: SSX Procedural Slides

WORKFLOW Part 4.

Page 41: SSX Procedural Slides

Old Ways

Build Pipeline

Test Pipeline

Lock Pipeline

Page 42: SSX Procedural Slides

Proof Of Concept

Page 43: SSX Procedural Slides

Proof Of Concept

Page 44: SSX Procedural Slides

With Designers

How difficult was it to get designers on board with procedural generation?

Page 45: SSX Procedural Slides

With Artists

Similarly, was it more difficult for the artists that were not familiar with procedural generation?

Page 46: SSX Procedural Slides

DISCUSSION Part 5.

Page 47: SSX Procedural Slides

Credits

• Tom Munro

• Ryan Ackert

• Brendon Vitz

• Craig Hall

• Carlos Lemus

• Bryn Wyka

• Demetrius Apostopoulos

• Ivan DeWolf

• Carlos Lemus

Page 48: SSX Procedural Slides

Procedural Generation of Mountains and Tracks in SSX

with Caleb Howard