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d1371fb
Init Design Doc
JackXTY Nov 6, 2023
c76bd98
Update README.md
JackXTY Nov 6, 2023
6091234
update design doc
LinDadaism Nov 7, 2023
d869484
TODO: techniques and design
LinDadaism Nov 7, 2023
de918cb
fix format
LinDadaism Nov 7, 2023
cd2689a
update README
LinDadaism Nov 7, 2023
cfe390c
add design diagram
LinDadaism Nov 8, 2023
d99e444
finish design doc
LinDadaism Nov 9, 2023
71ff9ee
clean up and add INSTRUCTIONS
LinDadaism Nov 9, 2023
cfd2833
try for corridor map
JackXTY Nov 11, 2023
6a73636
fix
JackXTY Nov 12, 2023
bbe24f1
update
JackXTY Nov 13, 2023
0eef7e5
init git with digital asset
JackXTY Nov 13, 2023
3222ec6
fix for digital asset
JackXTY Nov 13, 2023
2131e43
fix gitignore
JackXTY Nov 13, 2023
3b5d511
real fix gitignore
JackXTY Nov 13, 2023
b347a03
digital asset basis
JackXTY Nov 13, 2023
a679158
Update README - add todos in timeline
LinDadaism Nov 14, 2023
45e1e90
Update README.md
LinDadaism Nov 14, 2023
2331325
init milestone 1 README
LinDadaism Nov 15, 2023
37ca133
Merge branch 'main' of https://github.com/JackXTY/final-project
LinDadaism Nov 15, 2023
fa97303
finish milestone 1 README
LinDadaism Nov 16, 2023
83c68fa
fix typos
LinDadaism Nov 16, 2023
1a79e7f
format images
LinDadaism Nov 16, 2023
87f56f9
wall panel generation in progress
LinDadaism Nov 19, 2023
9373ffa
complex modular wall
JackXTY Nov 20, 2023
8d84fab
Merge branch 'main' of https://github.com/JackXTY/Sci-Fi-Corridor-Gen…
JackXTY Nov 20, 2023
0acce9f
finalize details on wall panels
LinDadaism Nov 21, 2023
becf69a
finish basic level system
JackXTY Nov 21, 2023
bd9dd5a
Merge branch 'main' of https://github.com/JackXTY/Sci-Fi-Corridor-Gen…
JackXTY Nov 21, 2023
3062037
wall panel map baking left; currently mesh error when loaded in Unity
LinDadaism Nov 21, 2023
9b04306
finishing panel generator; need to fix hda import issue in Unity
LinDadaism Nov 23, 2023
9e6a159
add assets tutorial links in README temporarily for ref
LinDadaism Nov 23, 2023
8ffd9c9
add readme for milestone2
JackXTY Nov 28, 2023
776c3f5
finish milestone2 README
LinDadaism Nov 28, 2023
4fdfd31
Merge branch 'main' of https://github.com/JackXTY/final-project
LinDadaism Nov 28, 2023
e8c634b
rebuild recook
LinDadaism Nov 28, 2023
2896355
Update README.md
LinDadaism Nov 28, 2023
2d47717
added big wall prefab;
LinDadaism Nov 30, 2023
baea49f
add small 1x1 wall model
LinDadaism Nov 30, 2023
384a65d
add corner wall; need to make asset materials matching
LinDadaism Dec 1, 2023
4478f5d
separate components in temp_big_wall & temp_small_wall
LinDadaism Dec 1, 2023
b4bb07b
add ground textures
JackXTY Dec 1, 2023
3f794a5
add boxs, box rotation, seperate corner prefabs
JackXTY Dec 2, 2023
ecc9f31
add door model
LinDadaism Dec 2, 2023
a19e56a
Merge branch 'main' of https://github.com/JackXTY/final-project
LinDadaism Dec 2, 2023
61d69ae
clean up unity models
LinDadaism Dec 2, 2023
ed210b8
add wall 3x3
LinDadaism Dec 2, 2023
2b6177f
add ceiling
LinDadaism Dec 2, 2023
a2a1ba3
rm old hipnc
LinDadaism Dec 2, 2023
48b4403
change fbx binary models
LinDadaism Dec 3, 2023
22bbdd6
save materials
JackXTY Dec 3, 2023
5bdc738
add component objs; still need to convert 2 models
LinDadaism Dec 3, 2023
b2cd2a7
add more textures
JackXTY Dec 3, 2023
369a7dc
Merge branch 'main' of https://github.com/JackXTY/Sci-Fi-Corridor-Gen…
JackXTY Dec 3, 2023
cceb8d0
add more textures
JackXTY Dec 3, 2023
aaf3ad0
add corner textures
JackXTY Dec 3, 2023
0e67e55
update pipeline texture
JackXTY Dec 3, 2023
3ff71f8
add 3 more model bin fbx and component objs
LinDadaism Dec 3, 2023
b24f4c1
slice doors into 2 objs
LinDadaism Dec 3, 2023
0146486
add more pipe options; 1x3 and 2x3 modular wall left
LinDadaism Dec 3, 2023
5184d48
add player movement
LinDadaism Dec 3, 2023
0d7858b
update many materials and prefab
JackXTY Dec 4, 2023
ca1d0dc
Merge branch 'main' of https://github.com/JackXTY/Sci-Fi-Corridor-Gen…
JackXTY Dec 4, 2023
648f19f
add more textures for color styles
JackXTY Dec 5, 2023
052d59e
add player movment
LinDadaism Dec 5, 2023
904886a
finish modular wall
JackXTY Dec 5, 2023
5ffcfdb
finish scene
LinDadaism Dec 5, 2023
b22a533
add lighting
LinDadaism Dec 5, 2023
90bdd7b
update lighting
LinDadaism Dec 5, 2023
c8ca256
light adjustment
JackXTY Dec 5, 2023
aaf4299
separate doors
LinDadaism Dec 5, 2023
548750e
Merge branch 'main' of https://github.com/JackXTY/final-project
LinDadaism Dec 5, 2023
0e0be69
animate doors
LinDadaism Dec 5, 2023
43001fc
fix door size
LinDadaism Dec 5, 2023
89902c4
change box material
JackXTY Dec 5, 2023
cf5c6c8
add door dissolve
JackXTY Dec 6, 2023
daa3513
add edge when dissolving
JackXTY Dec 6, 2023
75f9dda
add m3 to readme
JackXTY Dec 6, 2023
01cc79f
add post mortem
JackXTY Dec 6, 2023
2772982
add video link
JackXTY Dec 6, 2023
61c532c
Update README.md
LinDadaism Dec 6, 2023
d501f8b
add cover
LinDadaism Dec 6, 2023
ebf7867
polish README
LinDadaism Jan 9, 2024
5b87347
finish
LinDadaism Jan 9, 2024
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77 changes: 77 additions & 0 deletions .gitignore
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backup/*
hda/backup/*

Sci-Fi Level/[Ll]ibrary/
Sci-Fi Level/[Tt]emp/
Sci-Fi Level/[Oo]bj/
Sci-Fi Level/[Bb]uild/
Sci-Fi Level/[Bb]uilds/
Sci-Fi Level/[Ll]ogs/
Sci-Fi Level/[Uu]ser[Ss]ettings/

# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
Sci-Fi Level/[Mm]emoryCaptures/

# Recordings can get excessive in size
Sci-Fi Level/[Rr]ecordings/


# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*

# Autogenerated Jetbrains Rider plugin
Sci-Fi Level/[Aa]ssets/Plugins/Editor/JetBrains*

# Visual Studio cache directory
Sci-Fi Level/.vs/

# Gradle cache directory
Sci-Fi Level/.gradle/

# Autogenerated VS/MD/Consulo solution and project files
Sci-Fi Level/ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db

# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta

# Unity3D generated file on crash reports
sysinfo.txt

# Builds
*.apk
*.aab
*.unitypackage
*.app

# Crashlytics generated file
crashlytics-build.properties

# Packed Addressables
Sci-Fi Level/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*

# Temporary auto-generated Android Assets
Sci-Fi Level/[Aa]ssets/[Ss]treamingAssets/aa.meta
Sci-Fi Level/[Aa]ssets/[Ss]treamingAssets/aa/*

Sci-Fi Level/[Aa]ssets/Plugins/*
Sci-Fi Level/[Aa]ssets/HoudiniEngineAssetCache/*
Sci-Fi Level/heu_session.txt
Sci-Fi Level/heu_settings.ini
117 changes: 117 additions & 0 deletions INSTRUCTIONS.md
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# Final Project!

This is it! The culmination of your procedural graphics experience this semester. For your final project, we'd like to give you the time and space to explore a topic of your choosing. You may choose any topic you please, so long as you vet the topic and scope with an instructor or TA. We've provided some suggestions below. The scope of your project should be roughly 1.5 homework assignments). To help structure your time, we're breaking down the project into 4 milestones:

## Project planning: Design Doc (due 11/8)
Before submitting your first milestone, _you must get your project idea and scope approved by Rachel, Adam or a TA._

### Design Doc
Start off by forking this repository. In your README, write a design doc to outline your project goals and implementation plan. It must include the following sections:

#### Introduction
- What motivates your project?

#### Goal
- What do you intend to achieve with this project?

#### Inspiration/reference:
- You must have some form of reference material for your final project. Your reference may be a research paper, a blog post, some artwork, a video, another class at Penn, etc.
- Include in your design doc links to and images of your reference material.

#### Specification:
- Outline the main features of your project.

#### Techniques:
- What are the main technical/algorithmic tools you’ll be using? Give an overview, citing specific papers/articles.

#### Design:
- How will your program fit together? Make a simple free-body diagram illustrating the pieces.

#### Timeline:
- Create a week-by-week set of milestones for each person in your group. Make sure you explicitly outline what each group member's duties will be.

Submit your Design doc as usual via pull request against this repository.
## Milestone 1: Implementation part 1 (due 11/15)
Begin implementing your engine! Don't worry too much about polish or parameter tuning -- this week is about getting together the bulk of your generator implemented. By the end of the week, even if your visuals are crude, the majority of your generator's functionality should be done.

Put all your code in your forked repository.

Submission: Add a new section to your README titled: Milestone #1, which should include
- written description of progress on your project goals. If you haven't hit all your goals, what's giving you trouble?
- Examples of your generators output so far
We'll check your repository for updates. No need to create a new pull request.
## Milestone 3: Implementation part 2 (due 11/27)
We're over halfway there! This week should be about fixing bugs and extending the core of your generator. Make sure by the end of this week _your generator works and is feature complete._ Any core engine features that don't make it in this week should be cut! Don't worry if you haven't managed to exactly hit your goals. We're more interested in seeing proof of your development effort than knowing your planned everything perfectly.

Put all your code in your forked repository.

Submission: Add a new section to your README titled: Milestone #3, which should include
- written description of progress on your project goals. If you haven't hit all your goals, what did you have to cut and why?
- Detailed output from your generator, images, video, etc.
We'll check your repository for updates. No need to create a new pull request.

Come to class on the due date with a WORKING COPY of your project. We'll be spending time in class critiquing and reviewing your work so far.

## Final submission (due 12/5)
Time to polish! Spen this last week of your project using your generator to produce beautiful output. Add textures, tune parameters, play with colors, play with camera animation. Take the feedback from class critques and use it to take your project to the next level.

Submission:
- Push all your code / files to your repository
- Come to class ready to present your finished project
- Update your README with two sections
- final results with images and a live demo if possible
- post mortem: how did your project go overall? Did you accomplish your goals? Did you have to pivot?

## Topic Suggestions

### Create a generator in Houdini

### A CLASSIC 4K DEMO
- In the spirit of the demo scene, create an animation that fits into a 4k executable that runs in real-time. Feel free to take inspiration from the many existing demos. Focus on efficiency and elegance in your implementation.
- Example:
- [cdak by Quite & orange](https://www.youtube.com/watch?v=RCh3Q08HMfs&list=PLA5E2FF8E143DA58C)

### A RE-IMPLEMENTATION
- Take an academic paper or other pre-existing project and implement it, or a portion of it.
- Examples:
- [2D Wavefunction Collapse Pokémon Town](https://gurtd.github.io/566-final-project/)
- [3D Wavefunction Collapse Dungeon Generator](https://github.com/whaoran0718/3dDungeonGeneration)
- [Reaction Diffusion](https://github.com/charlesliwang/Reaction-Diffusion)
- [WebGL Erosion](https://github.com/LanLou123/Webgl-Erosion)
- [Particle Waterfall](https://github.com/chloele33/particle-waterfall)
- [Voxelized Bread](https://github.com/ChiantiYZY/566-final)

### A FORGERY
Taking inspiration from a particular natural phenomenon or distinctive set of visuals, implement a detailed, procedural recreation of that aesthetic. This includes modeling, texturing and object placement within your scene. Does not need to be real-time. Focus on detail and visual accuracy in your implementation.
- Examples:
- [The Shrines](https://github.com/byumjin/The-Shrines)
- [Watercolor Shader](https://github.com/gracelgilbert/watercolor-stylization)
- [Sunset Beach](https://github.com/HanmingZhang/homework-final)
- [Sky Whales](https://github.com/WanruZhao/CIS566FinalProject)
- [Snail](https://www.shadertoy.com/view/ld3Gz2)
- [Journey](https://www.shadertoy.com/view/ldlcRf)
- [Big Hero 6 Wormhole](https://2.bp.blogspot.com/-R-6AN2cWjwg/VTyIzIQSQfI/AAAAAAAABLA/GC0yzzz4wHw/s1600/big-hero-6-disneyscreencaps.com-10092.jpg)

### A GAME LEVEL
- Like generations of game makers before us, create a game which generates an navigable environment (eg. a roguelike dungeon, platforms) and some sort of goal or conflict (eg. enemy agents to avoid or items to collect). Aim to create an experience that will challenge players and vary noticeably in different playthroughs, whether that means procedural dungeon generation, careful resource management or an interesting AI model. Focus on designing a system that is capable of generating complex challenges and goals.
- Examples:
- [Rhythm-based Mario Platformer](https://github.com/sgalban/platformer-gen-2D)
- [Pokémon Ice Puzzle Generator](https://github.com/jwang5675/Ice-Puzzle-Generator)
- [Abstract Exploratory Game](https://github.com/MauKMu/procedural-final-project)
- [Tiny Wings](https://github.com/irovira/TinyWings)
- Spore
- Dwarf Fortress
- Minecraft
- Rogue

### AN ANIMATED ENVIRONMENT / MUSIC VISUALIZER
- Create an environment full of interactive procedural animation. The goal of this project is to create an environment that feels responsive and alive. Whether or not animations are musically-driven, sound should be an important component. Focus on user interactions, motion design and experimental interfaces.
- Examples:
- [The Darkside](https://github.com/morganherrmann/thedarkside)
- [Music Visualizer](https://yuruwang.github.io/MusicVisualizer/)
- [Abstract Mesh Animation](https://github.com/mgriley/cis566_finalproj)
- [Panoramical](https://www.youtube.com/watch?v=gBTTMNFXHTk)
- [Bound](https://www.youtube.com/watch?v=aE37l6RvF-c)

### YOUR OWN PROPOSAL
- You are of course welcome to propose your own topic . Regardless of what you choose, you and your team must research your topic and relevant techniques and come up with a detailed plan of execution. You will meet with some subset of the procedural staff before starting implementation for approval.
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