PCG
pg不一定和houdini劃等號(hào),更不一定和大世界畫等號(hào)
能pg的內(nèi)容很多
別走窄了




不專業(yè)的開發(fā)
內(nèi)存與存儲(chǔ)受限
處理器也是受限
內(nèi)存與固定存儲(chǔ)與cpu的交互很重要,所以隨機(jī)生成就是答案了


佐治亞理工學(xué)院 Game AI

關(guān)于程序化生成
Procedural content generation
WHAT IS PROCEDURAL GENERATION?
Procedural generation is two big words for one simple thing: the creation of data by computers. Procedural generation is usually used to create content for video games or animated movies, such as landscapes, 3D objects, character designs, animations, or non-player character dialogue. One famous example of this is the planets generated in “ No Man’s Sky.” In this game, players can explore 18 quintillion (18,000,000,000,000,000,000) unique planets and moons, which were generated algorithmically by computers.
程序化,生成
兩個(gè)大詞
http://www.mit.edu/~jessicav/6.S198/Blog_Post/ProceduralGeneration.html



搞出規(guī)則


NP是指非確定性多項(xiàng)式(non-deterministic polynomial,縮寫NP)
主要缺點(diǎn):
時(shí)間消耗大
邏輯容易混亂(導(dǎo)致上下兩個(gè)結(jié)果)
產(chǎn)出的結(jié)果可能是“垃圾”
PCG相關(guān)的游戲?




猜測能用到pcg的可能
資源:量大管飽,人工做起來費(fèi)勁
能排列組合
開放世界,探索類,沙盒
開發(fā)周期長的
(已知做pcg能省人工,做超量資源。小廠人少是不是能用?且研發(fā)周期可能長,大廠?)
一些游戲



如果人工一天一個(gè)星球,肯定做不完

https://www.youtube.com/watch?v=Z_1T6f2ThzI




另一些游戲


國內(nèi)程序化開放世界繞不開的借鑒方向




另一個(gè)繞不開的方向


場景內(nèi)容大
場景內(nèi)容復(fù)雜
會(huì)有整體變動(dòng)的
(地形—地形特征—道路—植被—水系—建筑—任務(wù)點(diǎn)等)
依據(jù)現(xiàn)實(shí)中的環(huán)境特征與植被生長分布規(guī)律
https://www.youtube.com/watch?v=NfizT369g60



程序化應(yīng)用思考:
資源量大管飽,人工做起來費(fèi)勁
能解決資源制作量過大的工程中人力不足的問題
開放世界,會(huì)有整體變動(dòng)的,系統(tǒng)性工具
二八原則:80%生成+20%人工、80%完成度+20%人工收尾
資料收集占有比重,占多少?什么樣的情況下使用比較適合?
只有houdini能用嗎?




“技術(shù)”人員需要且有必要在設(shè)計(jì)階段進(jìn)行介入,進(jìn)行設(shè)計(jì)原型生產(chǎn)加速,或提前預(yù)設(shè)好需求范圍,確定可行的溝通與執(zhí)行、反饋方式。
美術(shù)表現(xiàn)設(shè)計(jì)與制作規(guī)則設(shè)計(jì)需要且必須同步進(jìn)行,不可以完全拆分,導(dǎo)致分步進(jìn)行時(shí)單方已經(jīng)脫離流程,使得設(shè)計(jì)無法折中。
基礎(chǔ)工具作為后續(xù)擴(kuò)展的基石
通過原型設(shè)計(jì)快速產(chǎn)出,縮小判定范圍,加快定型的可能性。
拆分原型流程和常規(guī)制作流程工具:原型工具速度優(yōu)于效果,生產(chǎn)工具反之。
不斷收集并篩選分析分類的參考資源與資產(chǎn)資源:資源分類節(jié)省查找時(shí)間與重復(fù)勞動(dòng),且可以實(shí)現(xiàn)信息共享。
參考:
http://pcgbook.com/about-the-book/
https://course.ccs.neu.edu/cs5150f13/readings/togelius_sbpcg.pdf
https://course.ccs.neu.edu/cs5150f13/readings/hendrikx_pcgg.p
https://faculty.cc.gatech.edu/~surban6/2018sp-gameAI/df
https://faculty.cc.gatech.edu/~surban6/2018sp-gameAI/lectures/2018_03_27-ProceduralContentGeneration_intro_presented.pdf
https://faculty.cc.gatech.edu/~surban6/2018sp-gameAI/lectures/2018_04_03-ProceduralContentGeneration_PlayerModels.pdf
https://faculty.cc.gatech.edu/~surban6/2018sp-gameAI/lectures/2018_04_05-ProceduralContentGeneration_concluded.pdf
https://faculty.cc.gatech.edu/~surban6/2018sp-gameAI/lectures/2018_03_08-GameAI-Spring2018-GuestLecture.pdf
https://www.sidefx.com/products/houdini/
https://www.sidefx.com/titan/
https://www.youtube.com/watch?v=Osudmpb6dpA?
https://www.youtube.com/watch?v=qyFe3NWYYRg?
https://www.youtube.com/watch?v=k8ChCR8vBGk
https://www.youtube.com/watch?v=NfizT369g60
https://www.youtube.com/watch?v=D0ERCi9mMZg
https://www.youtube.com/watch?v=wx3lDVDIrqQ
https://www.artstation.com/magnusl3d
https://www.youtube.com/watch?v=VMTQ5K3Ox3Y
上行戰(zhàn)場
https://80.lv/articles/a-houdini-tool-that-helped-build-the-world-of-the-ascent/
https://www.artstation.com/artwork/zObKO4
Houdini HIVE GameDev
https://www.youtube.com/watch?v=6UXa9JJWlwM
蜘蛛俠
https://www.youtube.com/watch?v=D0ERCi9mMZg
孤島驚魂
https://www.youtube.com/watch?v=NfizT369g60
Houdini HIVE Japan
https://www.youtube.com/watch?v=zByzBKnzhmc
How to Create a Sci-Fi Portal in UE4 and Houdini | Antonio Cappiello
https://www.youtube.com/watch?v=EJy3vCxFoAA
UE4 Livestream - Rebirth: Worldbuilding with Houdini
https://www.youtube.com/watch?v=OKm8MaKf9pU
Layer-Based Procedural Design of Fa?ades
https://onlinelibrary.wiley.com/doi/abs/10.1111/cgf.12553