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Author Topic: Procedural Universe... [VIDEO]  (Read 6073 times)
aeon
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« on: December 29, 2009, 08:40:24 PM »

So, some of you know I've been working on a space game since, ohh, forever.  I decided to come out and show off what I've been doing.  My game project features a procedural universe.  I have 4 coordinate systems, custom view frustum, logarithmic z buffer, using Doubles instead of Floats for precision.

I originally was going to do this for the XBox 360 using XNA (I even took 2 years to write my own xna game engine) but from all the XNA Creators I know (Orlando has quite a few) we all came to the same conclusion.  While XNA and XBox Live Indy Games are great for small games, professional looking games wont get the notice they deserve.

I even released a game for XBox Live Indy Games called Alchemist to test my game engine and to try out XBox Live Indy Games service.  Needless to say, a year later, I've made enough to cover art and music costs, that's it.

So I'm back in TV land for a moment to continue development of my space game (which I bought a TV license for, so why not use it).

I generate 100,000 galaxies, each with 100,000 star systems, each with anywhere between 0 and 20 planets, each planet with between 0 and 20 moons, each moon with 0 to 4 asteroid belts.  All of this without a single data file to load.

Space sim games like Frontier or Elite (and even Infinity:Quest for Earth) generate procedural scenes based on seeds.  I do the same.  So, without further ado, here are some uber-screenshots.  (Thanks to AriusEso for the MiniMesh shader used on the 'Roids).

WARNING - BANDWIDTH HEAVY!
http://www.freedom-star.com/FSPreview.avi - High Def Video













Thanks.
« Last Edit: February 16, 2010, 01:26:15 AM by aeon » Logged

Aki
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« Reply #1 on: December 30, 2009, 02:22:53 AM »

Nice! Reminds me of EVE online or something.
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Celledor
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« Reply #2 on: December 30, 2009, 05:35:17 AM »

Very cool, will there be procedural planets to?
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beyonder
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« Reply #3 on: December 30, 2009, 09:26:14 AM »

Beautiful.  Smiley
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"And what I saw scared me to the depths of my miserable soul. It was true, it was all a sham, it ain't real." - The Thirteenth Floor
aeon
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« Reply #4 on: December 30, 2009, 10:20:18 AM »

Very cool, will there be procedural planets to?
They are, to a degree.  I use premade textures and use procedural noise textures as a textureblending lookup.
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Mithrandir
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« Reply #5 on: December 30, 2009, 01:29:44 PM »

Can you actually travel outside of a galaxy, look back and see the galaxy made up of procedurally generated stars (like zooming out in spore) or is it just designed for intra-galactic travel?
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aeon
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« Reply #6 on: December 30, 2009, 01:36:51 PM »

Can you actually travel outside of a galaxy, look back and see the galaxy made up of procedurally generated stars (like zooming out in spore) or is it just designed for intra-galactic travel?

Yes, you can zoom out to the entire galaxy.  My navigation system does that so you can select a system to warp to.  My warp logic allows you to warp to another player position, a local object like a space station, a planet or other astral body, and another star system.  It's all based on several different coordinate systems (and double 64-bit precision)
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Mithrandir
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« Reply #7 on: December 30, 2009, 01:50:46 PM »

Nice, post some videos when you're ready Cheesy
I sure would like to see that in action.
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Celledor
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« Reply #8 on: January 04, 2010, 04:29:58 AM »

Quote
They are, to a degree.  I use premade textures and use procedural noise textures as a textureblending lookup.
Cool, can you post some screens showing this a bit more.

How about the backgrounds are they also procedural to some extent?
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Toaster
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« Reply #9 on: January 04, 2010, 07:16:55 AM »

Cool, can you post some screens showing this a bit more.

How about the backgrounds are they also procedural to some extent?

After talking to him on IRC his backgrounds are fully procedural I believe. He told me he uses ray casting/volumetric rendering to achieve that cloud nebula effect. I'm currently working on getting that to work in my own game but its hard stuff. You can port the volume rendering sample from XNA to TV as the code isnt much different between the two systems. '

http://graphicsrunner.blogspot.com/search/label/Volume%20Rendering

The ray casting itself is really really slow, but since we are just storing this information on a cube texture it doesn't need to be super fast. As for stars these can easily be achieved using either a shader or just some point sprites drawn randomly on the cube map.

-Toaster
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aeon
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« Reply #10 on: January 04, 2010, 09:43:30 AM »

After talking to him on IRC his backgrounds are fully procedural I believe. He told me he uses ray casting/volumetric rendering to achieve that cloud nebula effect. I'm currently working on getting that to work in my own game but its hard stuff. You can port the volume rendering sample from XNA to TV as the code isnt much different between the two systems. '

http://graphicsrunner.blogspot.com/search/label/Volume%20Rendering

The ray casting itself is really really slow, but since we are just storing this information on a cube texture it doesn't need to be super fast. As for stars these can easily be achieved using either a shader or just some point sprites drawn randomly on the cube map.

-Toaster

Indeed, the backgrounds are procedurally generated using Volume textures and raycasting (and a little bit of pregenerated sprites for better "randomness").  I generate a perlin noise like volume texture of 16 layers of perlin noise 3d.  I then remove pixels from the inner sphere radius of the volume texture in a shader pass, place my camera in the middle, cube map render and save for TVAtmosphere skybox rendering.  A lot of my work involves creating a cube map to render instead of the actual geometry.
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macrosii
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« Reply #11 on: January 05, 2010, 07:29:06 AM »

Impressive work Aeon
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aeon
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« Reply #12 on: January 11, 2010, 01:06:21 AM »

added a long high def video of it in action...  link on main post.
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DarekRuman
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« Reply #13 on: January 11, 2010, 12:37:09 PM »

Great screenshots!
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« Reply #14 on: January 11, 2010, 12:50:33 PM »

The vid looks amazing!  Smiley

Can't wait to see more!

-Toaster
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uncasid
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« Reply #15 on: January 11, 2010, 03:05:29 PM »

Looking great man!
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Celledor
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« Reply #16 on: January 11, 2010, 04:15:11 PM »

The video looks great, I just must know how you render the stars in the "galatic view" are they particles?

Have played around with similar project a while back but never could render enough stars at one time to meet my needs and never did much graphics.
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aeon
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« Reply #17 on: January 11, 2010, 11:20:21 PM »

The video looks great, I just must know how you render the stars in the "galatic view" are they particles?

Have played around with similar project a while back but never could render enough stars at one time to meet my needs and never did much graphics.

In that video they are one giant billboard mini mesh system, however after experimenting with different techniques, I've decided to go with point sprites.  The number of stars in the video was at 100,000.  With point sprites I can render ALL my stars all at once with a decent frame rate, all 900,000 stars.  I'm uploading a video to youtube now of that in action.
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aeon
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« Reply #18 on: January 13, 2010, 10:35:59 AM »

http://www.youtube.com/watch?v=6Y6pJgM0KSc
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Mithrandir
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« Reply #19 on: January 13, 2010, 11:14:36 AM »

Really nice  Wink

The last part reminded me of MS DOS screen saver  Grin
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