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But, the 1000 bowls of oatmeal problem comes up: Each bowl is technically arranged uniquely, but to a user it just looks like 1000 bowls of oatmeal. Just because it’s randomly generated, doesn’t mean players like it. You need some more uniqueness, by for example clamping values between sections.

And here is the summary and a QR code link for the slides! There are lots of great gifs and videos in this talk with many different ways to do generation that are directly applied to game development. Take a look!

Next talk is from some Houdini folks, showing a fully procedural rig and many other things that I only half understand because Houdini is a magic box that makes cool things appear if you know the right incantations. I understand the shown workflows, but have no idea which 200 nodes generate this.

As well as making a digital twin for worlds’ largest telescope, and the UX for controlling it, also made in touchdesigner. And an interactive exhibit in combination with this telescope.

They also did this for Mysterland 24, by making an interactive system that’s reacts to music, in touchdesigner, that fits onto a giant physical cube at the event. And then putting VJ content on that cube as well, with a timecoded endshow that times with the physical fireworks.

A different example, from Carl Cox, where they grab data from Ableton and Carl’s decks, move it directly to Touchdesigner and making effects appear depending on what Carl does on stage. So every light on stage reacts to the music, live.

“I make games for neurological diverse people.”, “People want me to make trains too.” A great demo to catch the recording of later!

“I cannot read 600 pages of Xbox documentation, or integrate any APIs, but give me a raycast and a loop and I can do anything I want.” (Now that’s the tech artist mantra)

(It reminds me of an archimedes quote, but remastered: ‘Give me a ray long enough, and a place to cast it, and I can generate the world’)

Next: Natsura, plants, polygons, and people. It’s a total conversion mod for Houdini (you can do that??) which focuses it entirely on plants & foliage.

A lot of tree generation happening here, again with many LOPs, SOPs, and many other abbreviations of nodes and node trees. (Trees making trees?) This also works in Solaris, and USD.

They just talked for a while about a way to edit the UI, and the location of the UI, to make it easy for anyone to customize their workflow. And doing so by comparing to cockpits. (Great points! If you’ve followed me for a while, you know I very much have the same perspective)

I am only catching the end of the first talk this morning. Great conclusion though: Mandelbrot fractals are beautiful, harmonious, elegant in a very small amount of code, but also useless in application. So just because your code is neat, and it looks cool, doesn’t mean it does anything you need.

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The next talk is about Unreal’s PVE system (which is hard to google for obvious reasons) Apparently it uses calculations of plant hormones to realistically grow plants: E.g Auxin, Ethylene, ABA, Gibberellic Acid and Cytokinin. (Which is neat but does make me wonder if anyone notices that)

There are many other mesh deformations too, that use gravity, light sources, and shadow avoidance, to more realistically grow the foliage. (This feels like a thousand bowls of foliage to me though, but maybe it is subconsciously noticed?)

(Something on my mind about this topic: Nobody noticed the stars at the end of Titanic were unrealistic to the date and time, until Neil deGrasse Tyson did, but is that a reason to redo the night sky? When folks render super realistic trees, I wonder who notices. Or maybe it’s subconscious?)

Recommended hardware specs are varying extremely widely. 8GB RAM minimum, yet 32GB recommended, it’s tough to work with. Optimization is very important. Especially if you have to ship to big recommended specs and low min specs, such as phones or notebooks.