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Spaceship Generator

github.com

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Re: Spaceship Generator

#91
post #87

Sadly it doesn't seem to generate UVs for the models. But using the cube projection in Blender seems to do an OK job. Add a skybox and a couple of simple particle effects in PlayCanvas. And we have some WebGL spaceships :-) https://playcanv.as/p/kZtPZpnH/

Holy crap that site basically stops my computer.

Interesting, could be the particle effects. They fall back to CPU if your machine doesn't support float textures.

Re: Spaceship Generator

#92
post #86
post #81

Earlier quoted context omitted.

Pardon my ignorance, but what are UVs?

https://en.wikipedia.org/wiki/UV_mapping Though daredevildave may have meant environment mapping instead.

Nope, that's right. There is no UV co-ordinates generated in the blender script. (Well, I think it uses world space cube for UVs, which is an option that PlayCanvas doesn't support).

I used the automatic Cube Projection unwrap in blender before exporting to FBX and importing into PlayCanvas.

Re: Spaceship Generator

#93
post #87

Sadly it doesn't seem to generate UVs for the models. But using the cube projection in Blender seems to do an OK job. Add a skybox and a couple of simple particle effects in PlayCanvas. And we have some WebGL spaceships :-) https://playcanv.as/p/kZtPZpnH/

Holy crap that site basically stops my computer.

Oops, also just realized there were some 4096 textures in there. I've resized them down.

Re: Spaceship Generator

#94
post #86

Earlier quoted context omitted.

https://en.wikipedia.org/wiki/UV_mapping Though daredevildave may have meant environment mapping instead.

Nope, that's right. There is no UV co-ordinates generated in the blender script. (Well, I think it uses world space cube for UVs, which is an option that PlayCanvas doesn't support). I used the automatic Cube Projection unwrap in blender before exporting to FBX and importing into PlayCanvas.

i agree with that!

Re: Spaceship Generator

#95
post #6

I saw the headline and initially assumed it would be some droll Game of Life invention. Then I thought, no, maybe its some automatic sci-fi art generation script. And I was rewarded! Procedural generation like this is quite possibly key to the future of indie games- if you don't have the team to design large sets of art assets, its important to be able to put something pretty out there using your own wit. (A good exa…

Not only for indie games, mainstream games like Stellaris could be vastly improved by this. I already posted a link to their forums. :)

https://forum.paradoxplaza.com/forum/index.php?threads/space...

Re: Spaceship Generator

#96

I love that the ships look more like "skyscrapers in space" then airplane like spaceships we usually see in tv shows/movies. This is most likely (according to multiple hard scifi authors) a much more realistic depiction of how spaceships are going to look like. Example given: The Expanse - "Flip and Burn" https://www.youtube.com/watch?v=X4EiW1bHwsQ

It'd be more realistic as well! As space is a vacuum we don't need to apply aerodynamics to the ships and they can be any which design!

True, but then Endurance from Seveneves had to evolve rather 'aero'dynamic (oblong) shape to protect from space debris by the huge piece of metal in the nose. If I interpret the text correctly, of course.

Re: Spaceship Generator

#97

The selected examples got me thinking: Those eight are presumably examples the author felt turned out particularly well. Could one build a neural network trained on generated ships that "turned out well" to automatically generate better-looking random ships? Could this sort of process be used in games where procedural generation might otherwise be rejected because it looks "too random"?

You can think of the random possibilities as exploring one path through a huge tree of possibilities. You can then pick 9 paths for the next step and have the user choose the one they prefer and keep repeating until the user feels that they're done.

We used to use this sort of approach to produce random shapes for animation and display on large screens in clubs in the mid-90s. You can also animate by tweening one or more parameters at particular branching points or between branches. If you pick the right places on these ships that could produce some interesting movement in the craft as well.

Re: Spaceship Generator

#98
post #28

I don't really like most procedural generation. It has no meaning and the results are not intellectually stimulating. At best you can't spot the pattern and parameters but you usually can after a few examples. An idea I am more interested in is that you generate requirements and use an optimiser to solve the actual design. This way, there is a hidden "why". With some study, a human might be able to discern why x is s…

Yeah, as I was watching the animation for the algo, I was thinking how nice it'd be if you added purpose to all these segments and features, then produced ships for various applications through fitness algorithms and evolution. Simulate a small space economy, create a DAG of how components and materials are produced, simulate situations this ship will be placed in and calculate net present value, see the outcome in t…

Would be pretty funny to see a genetic algorithm go to play on that. I imagine it would end up something like most people screwing around with a spaceship builder "and what if we add forty engines?"

Re: Spaceship Generator

#99

I love that the ships look more like "skyscrapers in space" then airplane like spaceships we usually see in tv shows/movies. This is most likely (according to multiple hard scifi authors) a much more realistic depiction of how spaceships are going to look like. Example given: The Expanse - "Flip and Burn" https://www.youtube.com/watch?v=X4EiW1bHwsQ

I like http://www.rifters.com/echopraxia/enceladus.jpg

Re: Spaceship Generator

#100
post #28

I don't really like most procedural generation. It has no meaning and the results are not intellectually stimulating. At best you can't spot the pattern and parameters but you usually can after a few examples. An idea I am more interested in is that you generate requirements and use an optimiser to solve the actual design. This way, there is a hidden "why". With some study, a human might be able to discern why x is s…

Yeah, as I was watching the animation for the algo, I was thinking how nice it'd be if you added purpose to all these segments and features, then produced ships for various applications through fitness algorithms and evolution. Simulate a small space economy, create a DAG of how components and materials are produced, simulate situations this ship will be placed in and calculate net present value, see the outcome in t…

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