3/19/2024 0 Comments Pointy nose tessellations examples![]() Had we chosen noises with periods 10 and 20, the resultant pattern would repeat every 20 units. The noise pattern that is a result of a sum or product of these has a very long repetition period, in fact it is the lowest number both 17 and 10 has a factor of, which is 170 cause 17 is prime (i choose it for that reason) Suppose we have a noise function A that repeats every 10 units A(10+x)=A(x) and another noise function B that repeats every 17 units B(x+17)=B(x) ![]() Usefulness is limited because we can just layer noise and get a pattern that has a very long repetition period, and these noises are well known and easier to tweak from a design perspective. This already existed, this is just another one. This in general is good game production practice because it lets them focus more time on other higher impact tasks. However in the end they didn't even bother when their initial quick solution of some random jitter worked fine. But when they talk about how they want to produce a random uniform sampling of points on a grid for the procedural placement system they mention that they considered wang tiling based approaches. I can't remember the exact time stamp for when in the video this is. For example in a game like among us it's entirely possible the same player gets picked to be the imposter 4 times in a row with true randomness but it doesnt look like that to the players.Īnother example more directly related to aperiodic tiling would be the mention of "wang tiling" which is a type of aperiodic tiling in this talk from the developers of horizon zero dawn. For example i have heard of examples of designers actually having to make their games less random because a truly random system could produce results that player percieve as a pattern. ![]() The player will care if they percieve anything as repetitive rather than if it is actually is and the effort of ensuring that any game system is mathmatically random may be unnecessary effort. Games are much more about player perception rather than logical reality. In term's of game design this isn't as useful as it sounds. This is a very good video on the history of aperiodic tiling from veritasium. The discovery being referenced here is an aperiodic tiling with only one base shape. It's not a matter of "seeming to be random but potentially deterministic according to some deeper process we don't yet understand", so much as "the definition of determinism as a mathematical concept requires all parts of a system to have discreet values and what it literally means for one part of a quantum system to even have a discreet value is that there also necessarily exists another part of the system who's value is indeterminate, not just in the sense that we humans don't know what it is but rather in the sense that it has no actual discreet value in the first place gasp for air which means that the behavior of the quantum system determined by these parts must likewise be indeterminate and therefore at least partially random - and this isn't, like, some sort of purely semantic logical solipsism it's truly factually how particles behave in the real world as verifiable by experiment just look up the double slit interference pattern it's an incredibly cool proof of the concept" collapses due to lack of oxygenĪperiodic tilings are not an entirely new thing. Tessellation would be required if you need that surface bump that you don’t have in the original model mesh.Not to be pedantic but (pedantic rant incoming) radioactive decay is governed by quantum processes which really are random basically by definition. This is useful, because with character not running there is always a chance the player is staring at the character (whatever he is doing).Ī good normal map baking is preferred for details and also if you can afford having large texture sizes for your title. If you want to use tessellation I would disable it totally during any animation and get it back when animation stops, unless tessellation plays an specific role here. During game play the character is mostly with its back to the viewer, so tessellation only makes sense if applied to the clothing, but as the character is moving constantly it is hard for you to realize details with lots of movement, which is different for scenario where even with your character moving, the scenario will still move less relative to the character. Lets use an example, Rise of the Tomb Raider. I only see benefit of tessellation for a film character where you can afford the low performance it will produce to the scene, but not sure if a game will get that much benefit.
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