a guide to real time weather in computer games
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A guide to real time weather in computer games Krsito Mnna Intent - PowerPoint PPT Presentation

A guide to real time weather in computer games Krsito Mnna Intent of this presentation Give an overview of weather in games Starting point for weather system design Highlight what weather can do Why bother with weather?


  1. A guide to real time weather in computer games Krsito Männa

  2. Intent of this presentation › Give an overview of weather in games › Starting point for weather system design › Highlight what weather can do

  3. Why bother with weather? › Easier for player to fit in › More habitable worlds › Worlds bigger than character

  4. Topics › Weather systems › Weather zones › Designing a weather system

  5. Systems › Temperature › Wetness › Rain-/Snowfall › Wind › Day/Night cycle › Vegetation › Clouds › Water › Fog › NPCs

  6. Temperature Reality: › Heated metals and black body radiators › Summer sky vs. Winter sky › Illusion of warm/cold

  7. Temperature Outcomes: › Feeling of temperature › Ambiance

  8. Temperature Games: › Warmer/cooler light sources › Hue change overlay › Convey humidness for hotness › Convey windiness for coldness

  9. Minecraft - https://minecraft.gamepedia.com/File:Desert_Hills.png https://minecraft-seeds.net/seed/1.0.0/wat/

  10. Rain-/Snowfall Reality: › Rain clouds → rain (or other) › Also thunder

  11. Rain-/Snowfall Outcomes: › Living world › Thunder › Scary › Temporary illumination › Gameplay changes → less visibility, environment interactions

  12. Rain-/Snowfall Games: › Falling dropplets › What › Where › Hit something › Wet camera › Thunder

  13. Heavy rain - https://www.pressfire.no/nyheter/PS3/6435/Heavy-Rain-komponisten-har-gtt-bort

  14. Wetness Reality: › Lots of water → Dampness → rain → puddles

  15. Wetness Outcome: › More humid world → feels hotter › Realistic water buildup › Gameplay changes

  16. Wetness Games: › Puddle shader › Dampness shader

  17. https://gamedev.stackexchange.com/questions/153619/how-can-i-make-a-wet-surface-shallow-puddle-shader-i n-unity

  18. Day/Night cycle Reality: › Earth rotates around sun and axis › Rayleigh Scattering + human color perception › Moving shadows › Almost every living thing reacts to this cycle

  19. Day/Night cycle Outcomes: › Living world › Day is peaceful › Night is scary › Gameplay changes

  20. Day/Night cycle Games: › Directional light angle changes › Realtime shadows › Rayleigh Scattering shader › NPC state change › Vegetation state changes

  21. Dying light - https://gamerant.com/dying-light-night-mission-gameplay/

  22. Clouds Reality: › Part of earth water cycle › Shape, size controlled by humidity, temperature, wind

  23. Clouds Outcomes: › Give a sense of realism › Make world feel bigger than player

  24. Clouds Games: › Skybox › Floating objects › Volumetric clouds

  25. Volumetric cloud breakdown

  26. Horizon zero dawn - https://80.lv/articles/creating-clouds-in-horizon-zero-dawn/

  27. Fog Reality: › When given enough air visible light will noticeably scatter

  28. Fog Outcome: › Far away objects can be drawn cheaply with only silhouettes in some cases › Far away objects can seamlessly disappear › Ambiance

  29. Fog Games: › Depth fog › Billboard fog › Volumetric fog

  30. Overgrowth - https://store.steampowered.com/app/25000/Overgrowth/

  31. Wind Reality: › Air expands/contracts creating wind › Everything not bolted to the ground moves › Some living things depend on wind to survive

  32. Wind Outcome: › Living world › Gameplay → interactable objects move

  33. Wind Games: Wind zones (noise) → › Flora bend shader › Light objects move › Waves appear on water › Dust moves

  34. Witcher 3 - https://blogs-images.forbes.com/erikkain/files/2015/05/witcher3-2015-05-19-12-52-58-49-1940x1091.jpg

  35. Vegetation Reality: › Reacts to temperature, humidity, daylight etc › Moves with wind › Goes into a protective state when conditions are bad › Leaves fall

  36. Vegetation Outcome: › Plants and trees that react to weather › Living world

  37. Vegetation Games: › Vegetation made of leveled branches › Open/closed states for blossoms › Falling leaf particles › Seasonal states for flora

  38. Gothic 3 - https://www.neogaf.com/threads/gothic-3-one-of-the-most-underrated-rpgs-ever.1358140/

  39. Water Reality: Forces create waves → Waves splash into objects Water level changes in some places

  40. Water Outcome: › Living world › Real feeling water › Good level separator

  41. Water Games: › Water shader reacts to wind by creating waves › Some waves collide with objects

  42. Sea of thieves - https://www.digitaltrends.com/gaming/sea-of-thieves-beginners-guide/

  43. Animals Reality: Animals behaviour changes with the weather

  44. NPCs Outcome: › Living world › Lots of gameplay changes

  45. NPCs Games: › AI state changes › AI avoids rain-/snowfall › AI goes to sleep › etc

  46. Minecraft - https://www.youtube.com/watch?v=V4NSF0t-FVE thumbnail

  47. Zones › Grassland › Desert › Forest › Town › Beach › Mountains › Ocean

  48. Grassland Witcher 3 - https://wccftech.com/the-witcher-3-gui-framerate/

  49. Forest Far Cry Primal - https://www.newgamenetwork.com/media/18434/far-cry-primal/

  50. Beach Risen - picture taken by me

  51. Ocean Sea of thieves - https://www.digitaltrends.com/gaming/sea-of-thieves-beginners-guide/

  52. Desert Fallout New Vegas (modded) - https://in.ign.com/fallout-new-vegas-pc/78356/feature/21-mods-that-overhaul-fallout-new-vegas

  53. Town Skyrim - http://www.dorkly.com/post/80669/the-20-best-feelings-in-videogames-ranked

  54. Mountains God of war - http://www.timescall.com/entertainment/ci_31815018/god-war-kratos-rocky-mountain-gamer

  55. Making a weather system › Does your game need it? › Would static weather suffice › Do you have the resources? › Cost varies from cheap to very expensive

  56. What to keep in mind when creating a weather system › Character should interact with weather › Gameplay should be effected › Don’t forget about sound

  57. That's a wrap

  58. Used materials › Day/Night › https://www.reddit.com/r/gamedesign/comments/6actu9/are_ daynight_cycles_in_open_world_games_almost/ › https://www.pastemagazine.com/articles/2016/12/the-10-best-d aynight-cycles-in-games.html › Clouds › https://sciencing.com/clouds-made-5393253.html › https://www.youtube.com/watch?v=LLUUIAKFgWg&t=0s › Wind › https://docs.unity3d.com/Manual/terrain-WindZones.html › https://www.youtube.com/watch?v=Lz8wEsvCWMs › Vegetation › https://80.lv/articles/vegetation-creation-techniques-for-video- games/ › Water › https://www.pcgamer.com/the-best-water-in-pc-games/ › General › http://gamestudies.org/0801/articles/barton

  59. Used materials › Horizon zero dawn cloud presentation › http://advances.realtimerendering.com/s2015/The%20Real-time%20V olumetric%20Cloudscapes%20of%20Horizon%20-%20Zero%20Dawn %20-%20ARTR.pdf › Rain › https://www.pcgamer.com/how-developers-make-perfect-rain-in-ga mes/ › Scishow humidity → hotness › https://www.youtube.com/watch?v=SGHRz8wpj3E › Fog › https://unity3d.com/learn/tutorials/topics/unity-artists/volumetric-fo g-fog-volume-3

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