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BUas Games
Netherlands
Приєднався 2 жов 2015
Breda University of Applied Sciences' games programme is known worldwide as one of the best. Whether you want to become a game developer, designer, character artist or producer of a Triple-A game, we will help you on your way. Home of Everything Procedural Conference.
EPC2024 | Layer-Based Procedural Generation: Chunks and Context | Rune Skovbo Johansen
Generating infinite worlds in chunks is a well-known concept, but there is a widespread misconception that the chunk-based approach precludes context: That it can’t be used deterministically with algorithms where the surroundings of a chunk affects the chunk itself. In this session Rune presents principles for a layer-based approach where chunks can make use of contextual information, and where algorithms can plan arbitrarily large-scale features with intent. Implemented examples include natural looking paths generated with path-finding which seamlessly cross chunk boundaries, and road signs showing the way to locations far outside of the currently generated geometry.
The LayerProcGen framework has since been released as open source and is available here:
github.com/runevision/LayerProcGen
The LayerProcGen framework has since been released as open source and is available here:
github.com/runevision/LayerProcGen
Переглядів: 2 116
Відео
EPC 2024 | Lidar to Level | Andy Footman & George Pennyfather | Breda University of Applied Sciences
Переглядів 2066 місяців тому
EPC 2024 | Lidar to Level | Andy Footman & George Pennyfather | Breda University of Applied Sciences
EPC 2024 | Study Cases | Vincent Villeneuve & Maurice Sibrandi |
Переглядів 1086 місяців тому
EPC 2024 | Study Cases | Vincent Villeneuve & Maurice Sibrandi |
EPC2024 | Lightning fast level creation | Joost van Dongen | Breda University of Applied Sciences
Переглядів 2816 місяців тому
Station to Station’s levels are made through a combination of procedural generation and handmade level layouts. Art is generated automatically so any design change results in a rich and pretty level right away. We can even procedurally generate the gameplay for Custom Game Mode, based on customisation by the user. This talk outlines the ideas, process and tech behind all of this.
EPC2024 | Student Showcase | Sahar, Terézia, Seb, Lukáš, David, Ferri, Santiago, Maze
Переглядів 1856 місяців тому
EPC2024 | Student Showcase | Sahar, Terézia, Seb, Lukáš, David, Ferri, Santiago, Maze
EPC2024 | Beyond Wave Function Collapse: Procedural Modeling without Tiles | Paul Merrell
Переглядів 4,1 тис.6 місяців тому
Paul presents novel techniques for intricate structure generation with minimal training. Rooted in his PhD work on Model Synthesis and Wave Function Collapse, he introduces a groundbreaking approach using graph grammars, creating diverse shapes with automated grammars derived from modest examples.
EPC2024 | TouchDesigner for Creative Prototyping and Innovation | Nikzad Arabshahi & Darien Brito
Переглядів 1616 місяців тому
In this talk, Nikzad and Darien demonstrate TouchDesigner, a visual programming tool ideal for artists and designers. They show its use in creating interactive and immersive designs, blending digital media with physical elements through flexible integration of devices and sensors. TouchDesigner supports various communication protocols for controlling lights, lasers, and more, facilitating rapid...
EPC2024 | Making Game Characters come alive with Language Models | Simone Zamboni
Переглядів 3206 місяців тому
This talk will delve into Embark Studios’ innovative use of Language Models in games, particularly for enhancing character interactions. Rather than relying on the conventional method of predefined scripts, we will discuss how to use machine learning to create dynamic and engaging dialogues between characters and players. These interactions need to be context-aware and reflect the in-game envir...
EPC2024 | Monster Factory: PDG in Diablo IV | Daniel Maendel
Переглядів 3066 місяців тому
In this presentation Daniel will outline how Houdini and its Procedural Dependency Graphs (PDG) was used to mass produce content for Diablo IV’s Season 1 Malignant Monsters. This talk will dive into some of the production pipeline issues a typical art content team may face when producing content and how using procedural methods can greatly increase productivity with a much smaller amount of per...
EPC2024 | Parametric Design with Blender | Dimitar Pouchnikov
Переглядів 1366 місяців тому
Blender’s inherent parametricism via modifiers and geometry nodes allows to create procedural geometry set ups that significantly improve the quality of potential geometrical families. Within architecture, this means being able to quickly adjust a part of a model that could then adjust the full massing. With the end goal in mind, procedural geometry allows iterating at a faster pace to get to t...
EPC2024 | RealBiomes: Proceduralism in Practice | Jan Klasen & Johan Storkersen
Переглядів 2646 місяців тому
Jan and Johan from RealBiomes will present a high level, practical talk about high end biome procedural creation. They explain why proceduralism is incredibly useful for natural environments. They touch on the end user workflow via our BiomePainter and walk through the creation of an environment from scratch. Besides they will talk about the challenges they ran into and future possibilities. Th...
EPC2024 | Reinforcement Learning for NPC Locomotion in Physics-Based Worlds | Ali Ghadirzadeh
Переглядів 3256 місяців тому
The talk explores the application of reinforcement learning (RL) to enhance non-player characters (NPCs) locomotion within physics-based virtual worlds. By leveraging RL, NPCs can autonomously adapt and improve their locomotion strategies, navigating complex terrains and interacting with obstacles in a physically plausible manner. The discussion delves into the implementation of RL algorithms f...
EPC2024 | Mighty Bridge: Procedural Generation using Houdini for Star Citizen | Valentin Caille
Переглядів 4406 місяців тому
An Houdini integration for the Star Engine and Star Citizen. In this presentation, Valentin will show you how we can increase the power of Houdini by using an integration based on micro services. This gives us full access to every aspects of the game editor directly from Houdini. It allows us to create a wide variety of tools, ranging in complexity, that speeds up content creation.
BUas Games Showcase 2024
Переглядів 8227 місяців тому
Get ready to be blown away by the incredible talent of our BUas Games students! This showreel highlights some of the most innovative and creative projects developed by our game designers, programmers, and visual artists. 🔗 Follow us on Instagram for more updates and student work: buasgames
Film VFX showreel year 1 students (2023-2024) | Breda University of Applied Sciences
Переглядів 2257 місяців тому
A glimpse of what our talented Film Visual Effects students are crafting here at Breda University of Applied Sciences.
BUas hosts Global Game Jam 2024: Jamming together to build a game in 48 hours | BUas
Переглядів 1938 місяців тому
BUas hosts Global Game Jam 2024: Jamming together to build a game in 48 hours | BUas
This was Everything Procedural Conference 2024 | Breda University of Applied Sciences
Переглядів 1388 місяців тому
This was Everything Procedural Conference 2024 | Breda University of Applied Sciences
This was the Virtual Production Gathering 2024 | Breda University of Applied Sciences
Переглядів 628 місяців тому
This was the Virtual Production Gathering 2024 | Breda University of Applied Sciences
BUas Games Visual Arts Showreel 2024
Переглядів 81810 місяців тому
BUas Games Visual Arts Showreel 2024
EPC2023 | This title wasn’t generated in ChatGPT | Paul Ambrosiussen & Moritz Schwind
Переглядів 1,9 тис.Рік тому
EPC2023 | This title wasn’t generated in ChatGPT | Paul Ambrosiussen & Moritz Schwind
EPC2023 | Procedural Content Generation Tools in UE5 | Arran Langmead
Переглядів 753Рік тому
EPC2023 | Procedural Content Generation Tools in UE5 | Arran Langmead
EPC2023 | The elephant in the writing room | LAIKA
Переглядів 344Рік тому
EPC2023 | The elephant in the writing room | LAIKA
EPC2023 | Why the procedural approach could fail | Yurii Lebediev
Переглядів 355Рік тому
EPC2023 | Why the procedural approach could fail | Yurii Lebediev
EPC2023 | Houdini in Returnal | Kimmo Ala Ojala
Переглядів 473Рік тому
EPC2023 | Houdini in Returnal | Kimmo Ala Ojala
EPC2023 | From L-System to Humankind Game | Timothee Raulin
Переглядів 405Рік тому
EPC2023 | From L-System to Humankind Game | Timothee Raulin
EPC2023 | Generating Loot River | Miro Straka
Переглядів 530Рік тому
EPC2023 | Generating Loot River | Miro Straka
Games created by our bachelor students 2022-2023
Переглядів 3,4 тис.Рік тому
Games created by our bachelor students 2022-2023
EPC2022 | Johannes Richter | Create & Fracture
Переглядів 2,2 тис.2 роки тому
EPC2022 | Johannes Richter | Create & Fracture
Nice🎉
Reflection of myself
It’s Mr.Reflection!
Véritablement choqué par Tremen, je voulais en découvrir plus sur l'univers de Pim Bos et je ne suis pas déçu, quel chef d'oeuvre, vous venez de gagner un nouveau fan 😊
I will never forget those 10-15 first hours of Wildermyth. I remember making a character, and then they show up in the comic and they talk and act EXACTLY as I imagined they would. It was magical.
<3
about the algorithm failing, there is a recursive inplementation that I think solves that the theory of the inplementation is that, when you restrain adgecent slot posivilities, you also restrain ne neighbours of those neighbours you can notice this with some imagination and using a simple set like forest <> trees <> grass <> sand <> water, in which each one can only connect in that order
I don't understand what is so new about this? How all the other open world games did it without this workflow? I guess the same approach was used for numerous games before. It is nothing new. I guess you could do the same things with CityEngine. Just the functionality was ported to Houdini I guess.
Is this a reupload? Cheers from a graduate 👋
Yes it is! One of the teams was forgotten in the original showcase.
@@victoriaulyamova9850 Cheers! Thanks for letting me know.
I’m so impressed they did that as first years!
14:35 Hold on. In a proc-gen talk, in a proc-gen game, you have identified or rather created a situation where you need hundreds of same-size rooms with a door on both ends and a puzzle in the middle, with a direction baked in. And your solution was 14:50 "labor-intensive work"? What? You could have generated thousands of levels and spawned your character in the bottom door of each and tested whether you found a fun solution - if yes, save that level. Or have a swarm of testers do that. Why in the world did you do all the rooms by hand after constraining the problem so perfectly? 19:59 saves it somewhat. With a level editor this good and the need to ship that to the users, it does make sense to use all that work. At 23:45 I do also want to point you to Oskar Stalbergs talk at SGC21, 6 minutes in, where he concisely explains dual grids and their incredible benefits when generating and drawing tiles. They are an important tool for this exact situation. Thank you for the talk!
Great work team 👏🏻
How to apply to university , I am from Uzbekistan
Guys, I have developed wfc algorithm, its working, but I think its not enough to make such castles which shown on 4:23. In my case its looks more chaotic, I understand that there should be probable some additional rules or combining with different algoritms, am I right? What kind of rules there could be?
Guys, I have developed wfc algorithm, its working, but I think its not enough to make such castles which shown on 4:23. In my case its looks more chaotic, I understand that there should be probable some additional rules or combining with different algoritms, am I right? What kind of rules there could be?
I really hope there will be a second Bad North game 👍
Sled racer!
This looks really cool. What is this?
Je me suis retrouvé la après avoir lu la BD TREMEN et wow c'est du même niveau de bizarrerie magnifique
WOW. I MEAN WOW. AMAZING
>be Kate in 2018 >get hired for making a LGBT+ game founded by the Canadian goverment >start writing the story >the other employees start questioning the absurdity of your story >on 4chan people start making fun of the game >a random user "Anon" start making a parody of your game > 1 - 2 years later > parody came out before your game >ohno.png >it's beautiful >use your conection with kotaku to talk bad about this parody ("sexist","racist", ecc..) >people find out about your old job on kotaku >find disgusting things you wrote on that side >the drama is too much to handle >get fired for "drama" >the game company decide to rewrite your story because it was too unhinged (pls correct me if i did something wrong or missed anthing, this is what i found about her and i'm not sure if everything is correct)
Naaice ...
cool stuff!
Hi, the video recording stupps abruptly.
These are insane, and inspiring. Amazing work
This is one of the Entagma guy who helped me greatly in understanding Houdini. They are absolute legends. Very happy to see him from this video.
In fact, I think it's a great idea, they are a couple of geniuses.
this is a great video i had to watch it on loop and watch it twice...no third fourth more and more!
nice!
Great to see all this nice work, under the guidance and supervision of the esteemed mr. Hörchner among others
Holy shiiiiiiit this is cool
Awesome. Would love a higher res version of the graphs. We have PCG in unreal now....
Would you use PCG if you were to do that in UE 5,2?
I felt asleep a few times but awesome talk
The audio is barely audible unfortunatley... This is sad for a topic that is rare to find on youtube !
great talk and project!
Insightful. Glad to have the ideas of this very flexible system in the open.
Brilliant. Thanks!
Thanks
I don't feel like this algorithm is as good as people make it out to be. It doesn't really seem original, it's just someone put more time into it than others. Lots of generators had constraints. The fact that they're using a recursive algorithm over trying to take advantage of noise seems inefficient.
Hello Robert, @10:55 you mention that " once the layout was locked we transfer back the splines in Houdini and used in the city graph". How does one transfer data from Unreal to Houdini?
i think they save it and then opening it back in houdini using TOPS
Very much appreciate the data/info and the time/expertise that goes into a video like this and many others...if I might add a suggestion? Perhaps find points of excitement and/or make shorter 'paragraph topics' (basically your bullet points) and vocally differentiate (louder...more colorful) those from their explanations. The content is already difficult to hype up just because it's data and it can be dry but I think for me, even though I'm excited and learning all this in my free time, it can be harder to remember the information if a longer, data driven educational lecture stays mostly "linear" or flat (I'm trying to avoid using the word "monotone" ). Just some friendly and hopefully constructive criticism.... not that you asked for it but having spoke in front of many many people, in the beginning I was terrified, I probably did everything they tell you not to do lol so trust me I'm no "Master Speaker." Thanks again for all your time and effort, you obviously know your stuff and I, have so much to learn... 😳 Take Care!
One of the best course on MDA. Thanks a lot
I've been trying to follow along with the Unreal Engine 5 tutorial for using the city sample buildings & houdini to generate a city. But it's incorrect & giving me so many errors. From coding errors to things misssing errors. I just want to learn to generate cities procedurally like you guys did. :( Can someone please help me, I've been looking in forums, tutorials & documents everywhere, I'm not able to fix the issues I'm having.
ua-cam.com/video/usJrcwN6T4I/v-deo.html
same here man , did you ever figure a fix?
you can import osm data, or use dungeon architect
@@franchocou if you watched this video even for 30 seconds you would understand why they arent using osm data
loooking for good tutorial for Procedural Texture in blender if someone can refer... did not find a tutorial from Simon yet lol
Game looks really cool :)
He mentions another talk somewhere in the video , but i cant find it
I think it is: "The Matrix Awakens: Creating a World | Tech Talk | State of Unreal 2022" ua-cam.com/video/xLVJP-o0g28/v-deo.html
💔 p♥r♥o♥m♥o♥s♥m
Are the presentation slides available anywhere?
Wow. Very Cool. Thank You!