Hard to believe it's been three years since then. When the sixth of March came around this year I knew I had to do something good. I had just completed my GDC presentation with my good friend and colleague deathGlitch about our work in Rigging Tech Art at Bungie. It took a lot of late nights and weekends to prepare for over the past six months.
Game Developers Conference 2015
This session goes into detail on the Rigging and Tech Art work necessary for bringing all of the animated objects to life in Bungie's Destiny. Destiny is a large scope game, requiring many assets to be rigged and animated including characters, players, combatants, cinematics, vehicles, weapons, and props. Read more...
With free time back on my horizon I went for it headlong. I implemented affine transformation fractals in Unity 3D C# on my laptop in the hotel room. It was the morning of 3/06/2015, the day after the GDC show in San Francisco. I got it up and running before checking out of the hotel later that morning and continued to tweak it on the plane ride back to Seattle.
Seen here is the Sierpinski triangle. These are some of the initial results I got in Unity...
The technique I used was simple, but effective. It was inspired by this excellent book. I'll break down how my implementation works in greater detail in a future post.
Computer Explorations of Fractals, Chaos, Complex Systems, and Adaptation
"Simulation," writes Gary Flake in his preface, "becomes a form of experimentation in a universe of theories. The primary purpose of this book is to celebrate this fact."In this book, Gary William Flake develops in depth the simple idea that recurrent rules can produce rich and complicated behaviors. Distinguishing "agents" (e.g., molecules, cells, animals, and species) from their interactions (e.g., chemical reactions, immune system responses, sexual reproduction, and evolution), Flake argues that it is the computational properties of interactions that account for much of what we think of as "beautiful" and "interesting." From this basic thesis, Flake explores what he considers to be today's four most interesting computational topics: fractals, chaos, complex systems, and adaptation.
I cranked up the iterations high enough to melt my computer. There are over a million individual tetrahedrons in the 10th iteration.
Unity held up pretty well considering that each tetrahedron is its own GameObject with Animator component and all. I could get a lot more on screen at higher frame rates with a few obvious optimizations.
Before long I was greeted by the sign of success shown below. This is the only way to end a good session.