~/talk

Downhill from here: Procedural design in Descenders

Talkat Codemotion Amsterdam 2018 · 2018-05-08..05-09· [game-development]
links:none on file
slides:none on file

Procedural pipeline uses the MapMagic Unity asset to build noise and Voronoi-shaped terrain, then an A-star pathfinding with cost weights that encodes steepness and curvature to carve a rideable line. A simulated rider predicts speed so stunts place only where prerequisites match — the cannon jump needs a 43–60 km/h velocity window and placement is tried ~1,000 times per map. Generation runs multithreaded under ten seconds, spawns up to 5,000 trees, and seeds every level so broken cases get reported and reproduced.

AI-written summary · about

  1. 0:00Introduction to Descenders
  2. 2:09Procedural design concepts
  3. 3:42Terrain generation workflow
  4. 7:22Pathfinding and layout
  5. 13:19Stunt placement logic
  6. 20:22Foliage and environment
  7. 22:38Tuning and variability
  8. 28:59Q&A and technical challenges
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