[WIP ASSET] Project "INfiniDy" REVEALED !!! - Automated Procedural Design and Manipulation Framework

UPDATE (29 SEP 2014):

The base of the framework is now working and there are already very cool results. I decided to open up the development if there is an interest with an alpha and beta releases, before the final pack is out.

More info in the last post.

Older news:

Hi everyone,

I have strated working on a new asset project that will make my other tools look like a weekends excerise :slight_smile:

Please refer to Particle Dynamic Magic and GI Proxy for the assets already created the last few months.

Now i am just warming up to the possibilities with Unity and i have so many cool systems ready from the above systems, that i decided to go the extra mile and offer something that (PR notice) “revolutionalize” the world of gaming.

Q/A

1. Can you finish it ?

I cant answer that, i have a clear idea of how to start working on the first version and the experience and intermidiate tools to make it happen, but from an idea to practical use is a whole different matter

2. Is it coming soon ?

Depends, if there is lots of interest/support i could release versions until the initial idea is fully realized, and these would be at far lower prices too so everyone can jump in and support the project.

As a general rule, such a thing would not come soon.

3. What will it do ?

This is a secret for now, but imagine what is one of the most major needs of every small developer.

4. Can i back the project up ?

Sure, after i have a first go at it and see if i can actually pull it off, i will accept paypal donations, with additional (TBD) perks for every supporter.

5. What will you do if it cant be done ?

I will try to enhance/back up development with other smaller assets or just announce it is not possible.

6. What will be its upgrade policy ?

The system is envisoned as modular / expandable, so people may actually create assets based on it, for maximum customer satisfaction. I will upgrade the pack too with my assets regurlarly (based on sales and response)

And finally some keywords :slight_smile:

God :), Procedural, AI, rule based, modular

Please dont take this asset for granded until i have the first version, this is just a first announcement to keep people updated on what i have started working on next.

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Well you got my attention i know that what you do is good

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Thanks :), i will try to deliver something trully special and unique with this one.

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UPDATE:

Development is going smoothly, I have programmed the basis of the system and now I am optimizing so it can be ready to expand upon.

Also doing some functions to better manage the code.

I think i will have something to show by friday if all goes well :slight_smile:

EDIT:
A question for code experts.

I have a class of an item i want to instantiate and need to declare its type with an enum.

Should the enum definition go inside the class of the object or in the main class that uses it ?

Thanks

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UPDATE:

Just finished the base for the other main type of the system’s items and going fast towards a complete picture.

Also I have made the base for local controls of the system, for extra possibilites without sacrificing performance.

And another keyphrase:

“Complete environment control”

:slight_smile:

Static is nice, dynamic is better

Also i have been thinking of the extra possibilities this system could have in AI, maybe later versions will have an integrated AI solution as well.

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UPDATE:

Two extra systems i have been working on (one is for Terrain manipulation) will also make it in this new pack.

The plan is to make a super pack with many systems that will give an amazing result combined and then split to smaller packs for developers that need a specific one.

Same as my Particle Dynamic Magic pack, that is a collection of 10+ packs (spline particles and editor, gameobject particles, particle forces and manipulation, turbulence, music module, transitions module, cartoon collection, Water, shields systems, Fire and Ice propagation and effects, static and dynamic batching and more) and i will split them to indiviual packs later.

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Hi everyone,

I would like to ask about having this pack released as an alpha stage at a far lower of the final price, so everyone that wants can support the development and also may use the already created parts up to a point.

The pack will be huge and offer lots of systems and a complete framework (terrain tools, construction tools, destruction framework, assets for sample, maybe an AI system later), so i think would be best to have it released little by little, than have everyone wait until is perfect, this way developers can participate in the development of the tool and have individual needs covered much better.

If there is interest, i will release more info and an alpha pack soon, if not i will keep developing it until perfected or i am closer to beta and release then.

Thanks for the input in advance :slight_smile:

PS. Everyone interested can also contact me through PM, email or facebook etc for more info on the system.

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UPDATE:

Spline tools will also be added to the system, for more versitility and control.

L-systems are already implemented and tweaked (this is just some of the many support systems alongside the main one)

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UPDATE:

The Spline system has been added, thus the pack will now include 2 different ways of construction, that will cover different scenarios and needs. A 3rd way is also planned, but i am not sure if it will make the first alpha version or come later.

UPDATE:

I have now super optimized both construction system’s bases for supreme dynamics in game and building on that.

Also worked some cool dynamic effects that will come as bonus to the main systems and complete the vision i have for the pack :slight_smile:

UVs for the spline method is proving to be rather hard to manage, but i will find a versatile way, probably will give more than one options to handle it.

UPDATE:

Some news on the system.

The spline part of the pack is going very well, the UVs matter is still WIP but the first big step is working great, so it is close. UV mapping is rather hard to master :).

There has been a lot of work done also on mesh modifiers and i will even include a mesh sculptor, hopefully in the initial release (already working).

I have also decided on a plan about the development of the full pack.

I will post the “INfiniDy: Advanced mesh generator” pack to the store for 50$ and this will get upgraded to the full 150$+ pack of INfiniDy suit.

This way all early adopters will get the benefit of using the advanced tools as i create them and get constant upgrades until the complete vision is realized.

I would love to see opinions on this approach and suggestions :slight_smile:

Also what do you think of this as final pack name ?

“Project INfiniDy: The everything creator” or
"INfiniDy: The everything generator"
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EDIT: And another major question, usually when i work i hate going through special menus and GUIs to do anything or find any functionality, this usually slows down my productivity to zero, since i do so much stuff at once that is impossible to keep track of even a single needed extra GUI menu. Also is a nightmare to open multiple drawer like menus to find some value or option, when in the inspactor can be readilly visible at all times. That is my experience though, so i cant speak for everyone and would love to hear opinions on this matter as well.

The pack will focus on providing all usuability through the inspector directly, with full visibility (without drawer like menus) and inside the editor itself. What is your opinion on this approach ?

But… what is it? What does it do?

Fair question, i think at this stage i can reveal what it does :slight_smile:

At first stage it will be a mesh deformer and creator, which will also have a spline based system and an object distribution system. Also will include a static and dynamic batching sysem.

Imagine something like the Megashapes, Megascatter and Megafiers packs functionality. This will allow to create details and items to use in the advanced constructor.

The automated constructor part that will be released later (there will be a free upgrade to “INfiniDy Complete suit” pack from the initial “INfiniDy: Advanced mesh generator” pack for everyone that supports it early), will be used to create buildings and dungeons, plus whole castles with outside towers, walls etc, that the goal is to be fully or partically destructible and also have procedurally created details and complete room by room control. The partly destructible will be 100% in and is very much possible with the current stage of the system.

Also will include terrain tools for plant growth andterrain deformation and L-systems for dynamic tree growth (but not on mass scale, this will be for effects like the one tree you see in Game of Thrones)

Generally this will be my next superpack and will contain 5-6 packs in one, like Particle Dynamic Magic does, but will be about meshes and automatic creation. Later i will make smaller packs available with parts of the functionality, plus keep this super pack with everything in.

Also as a plus i will include spline growth, retargeting, terrain conformation and various dynamic mesh creation modes, this will make a large number of dynamic effects possible.

The modifiers right now contain bend, twist, noise, sine waves and much more are planned. There will be a vertex painting mode as well, a sculptor mode.

Also like Particle Dynamic Magic that beyond the systems provides 200+ samples to readilly use in the game, this pack will also have a growing collection of ready samples to be used.

I will post some pics with the WIP of the full vision asap.


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Here is a first showcase pic collection, much more will follow to cover the whole idea and current WIP.

The castle is fully locally destructible right now, of course the system is bound by physics calculations, so in practical use i will have a variable to mark walls as “destroyable”, so only outer walls of the castle will go down and not the whole structure.

I think this makes sense from every standpoint, since it will have the spectacular factor of destroying the castle and will keep performance high, plus will let you walk in all rooms than block some completly.

Opinions on the system and suggestions/ideas are most welcome :slight_smile:
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Another pic showing another group of systems that will come, specifically the spline based mesh creation module. More pics will follow, there are many more systems to cover.

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UPDATE:

Some more tools and functionality that will be included in the pack.

All the systems will be working in real time and be completly controllable.
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Some of the deformation tools

And this the last part of the systems to be included in the pack.

I would love to have also suggestions on systems that would make building things inside Unity easier as well.

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This looks pretty rad. Will watch this. Keep us posted.

Thanks, i will definitly be posting as it goes ahead.