Unity and tjSTAR

Here is a soundtrack for this post:

Everybody should use Spotify. It’s like magic, but real.

So I wanted to talk about Unity. For those who don’t know, Unity is a game engine. But it’s way for than that. The best way to describe is an IDE for game development, similar to UDK. Every part of the development cycle (aside from asset creation) can be done within the program, from placing assets to creating game object behavior to playtesting. The engine also has built in support for pretty much anything you would want to do. Behavior is described through scripts, which can be written in JavaScript, C#, or Boo (which seems to be a Python/C# hybrid). Assets can be imported from almost any file format, without external conversion. For instance, any 3D file format that can convert to FBX works, and image formats from PSD to PICT. Unity constantly checks for asset changes and updates them in realtime.

A good analogy involves programming languages. UDK is like Java, while Unity is Python; Source is C++. You don’t really understand how much annoying background work you are doing with Source until you start using Unity. However, unlike Python, Unity has an enormous learning curve. This comes from its being extremely powerful. I’ve only just started working with it (a few days) and I can see that there is a huge amount of potential. I also still have no idea how to most of anything.

The event that sparked interest in Unity was tjSTAR, an annual symposium held by my highschool. In addition to Design Challenge events and student presentations, there are also panels and professional talks. I attended 5 talks, all of which were fairly interesting.

Game Design and Development as an Academic Path and an Industry
This presentation is an in-depth look into majoring in game design in college, what universities offer the best programs, and how to get in; accompanied by an overview of the game industry and the careers it offers.

Mr. Danny Kim
Student
University of Southern California School of Cinematic Arts, Interactive Media Division

This was the presentation that got me interested in Unity. Of course, I had seen it before, such as at SAAST(the computer graphics course, specifically) when we looked at projects the undergraduate students had been doing, they used Unity for the most part. Danny Kim (a TJ alumni himself) also talked about how TJ is a great source of talent, both due to the large number of talented programmers, but also the great writers and artists. Any interested reader should check out his blog, See Play Live.

Big Data: What Is It and How to Cope With It
With the digital world enveloping our lives through mobile devices, digital home appliances, digital sensors and controllers, and video, data growth is expected to be massive in the coming years pushing into peta and zetabytes. Of this data, only 5%-20% will be structured. Find out how is the technology world is preparing to cope with this onslaught.

Ms. Rumy Sen
President & CEO
Entigence Corporation

This talk was about processing large amounts of data, especially sampled from online sources and social media. The objective is to analyze the whole of customer feedback across the Internet rather than from small testing sessions performed by marketing and consultant companies. However, this requires entirely new structures for storing and processing the data into a usable form. She talked about Hadoop and other forms of managing unstructured data that differed from conventional database methods, as well as processing methods such as massively parallel processor arrays.

Computer Vision: Challenges and Applications
Computer vision is the art of teaching computers to see and to understand what is in images and videos. The presentation will discuss some of the key challenges, and show practical applications.
Dr. Peter Venetianer
Director, Commercial Science Development
ObjectVideo

Computer vision is obviously interesting. The big brother of computer graphics (the two are inverse problems), it has stumped researchers for decades. The first professor to attempt the problem was sure that a summer with a lab of grad students would solve it fine. Now, 50 years later, we are starting to make some headway. Dr. Venetianer discussed some of the methods for separating critical objects from a noisy environment. Spotting movement from a fixed viewpoint is fairly easy. If you have three consecutive frames, spotting moving objects is simple using the three-frame method (it involves comparing differences). However, identifying the objects is much harder. If you know what to look for, the problem simplifies somewhat, but there are still numerous exceptions. A car is usually wider than it is tall, except when it is coming towards or moving away from the camera. A person is usually taller than they are wide, but a group of people is more likely to match the profile of a car.

Spacecraft Guidance, Navigation and Control
Guidance, navigation, and control (GN&C) is a specialty area in Aerospace Engineering that involves determination of how a vehicle gets to its target, knows where it is, and maintains its position or trajectory. These concepts and related technologies will be highlighted for spacecraft application. Some of the projects involving GN&C at Emergent Space Technologies will be summarized.

For more information, visit http://emergentspace.com/.
Dr. Sun Hur-Diaz
Vice President
Emergent Space Technologies, Inc.

Until you think about it, determining where you are in space might seem trivial. But because hardware never reacts perfectly, a spacecraft needs to constantly be checking its position and orientation. But you need a variety of instruments, such as sextants and telescopes, to determine orientation. To find your location in orbit you need at least four GPS satellites. Finding which orbit you want to go into requires some physics simulations, as well as constant corrections to maintain it. In fact, finding an orbit to optimize fuel usage and time for a set of destinations is a huge field.

Millimeter Scale Robotics Research and Development at the MITRE Corporation
As we continue to look for ways to keep soldiers and first responders out of harm’s way, the capabilities of robotic systems improve and demand for them increases. While large robots have been used extensively, the development of smaller robots opens up a range of additional potential applications, such as accessing confined areas for search and rescue or surveillance purposes. To address this emerging need, MITRE’s Nanosystems Group has been developing rugged, low-cost robots, designed to be carried in a pocket. They can be operated from a mobile phone and reconfigured in the field to quickly adapt to specific missions.
Ms. Jessica Rajkowski
Systems Engineer, Sr
The MITRE Corporation

I don’t know if I mentioned this before, but I am working at MITRE this summer, albeit in a different division. The talk was still fascinating. Some of it was about developing micro-scale “robots” using interesting properties of polymers and metals. The speaker also discussed MITRE’s development of a hand-sized field robot designed to be low-cost, low-maintenance, durable, and easy to control. Obviously this would normally violate the rule of “cost, speed, quality; pick two”. To some degree it was speed that was sacrificed. It took years to develop the robot, but at its current stage it is pretty amazing. Another subject of the talk was the speaker’s project to set up a consistent test for testing whether a producer’s robot was up to MITRE standards.

I’ve also continued to use Google AppEngine and I’m working on a forum, seen here.

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Kami

My brother and I have had this long standing idea between us. It is sort of a nebulous concept we talk about sometime. Its an amalgamation of games and ideas, a number of concepts which might be cool is put together in the correct fashion and executed well. We call it Kami, which is the Japanese word for “life force”.

At the most basic level, Kami is a MMORPG. The best way to describe it is to compare it to Pokemon. The key difference is that (other than being a MMORPG) you don’t order around animals; you are the animals. Your character is a spirit which can inhabit various animals. Instead of leveling up certain animals (although you can store the wild animals while you aren’t using them, which can improve usage by taming), you level up your control of an animal type. While on a hunt you could possess any of the surrounding unpossessed animals (the one you currently control becomes feral). You can also learn to reside within multiple animals, allowing you to trade off between animal types in battle and have a set of other animals support you. It also introduced the possibility of hybrids, such as a spine-thrower atop a flying animal. If your animal dies, you choose another animal to jump to, or if none are available you can resurrect at the nearest nature shrine.

Kami also has a second half though. A large aspect of the game is based in clans and guilds. Like in EVE Online, clans can own property and build up power. On the fringes of the world map you can battle a clan for control of land plots (a plot might be 15-30 acres). When in control of a plot, clans can exploit any resources and build a varietly of buildings. Some sort of fortifiation is generally wanted, however, because if a vicious clan challenges you, you better be ready to defend. Attackers enter your land from the main road. Your plot becomes instanced, meaning nobody can leave or enter during the battle and the entire plot reverts back to normal if you defend successfully (minus one time traps, etc.) to deter greifing. Each plot has finite resources, however, meaning that the most money lies on the edge of explored space. To make sure more area was always available, new regions made with guided procedural generation would be added regularly through updates. Previously impassable terrain would be removed through natural or NPC activity such as building a bridge over a river, clearing a rockslide, or revealing a new cave.

Constructing buildings on your plot would not be a trivial matter. Materials would first need to be accrued, either by harvesting resources on site or by importing. In the case of materials like stone, large quantities can be expensive and hard to transport. After you have the necessary materials, you need to select both a building site (there are numerous of these “sockets” in every plot, each allowing a different selection of building types) and a building type. From the initial barebones hub, you can add on modules; a barracks probably needs a kitchen and feral pen, while a lodge needs a bar, kitchen, and fireplaces. Once, you know what basic building type you want, you still need it built. You can either hire or assemble a custom construction crew (usually a specialized hybrid of animals). These are controlled by NPCs and build the building over a number of days. They work continuously, and depending on the hired team they may deduct continuously, up front, or after its done. Castles would take a long time and be very expensive. However, it would resist most normal attacks; only climbers, fliers, or siege animals could get past stone walls.

They regular map and game would be like any MMORPG, with quests and towns, etc. You can still make money through business ventures as well as through item sales. Shops could be bought up for instance, and would run continuously and then deliver your profits on login. You wouldn’t be able to found towns, but you could take up residence. General player consensus could drive world-wide events, such as if the majority of residents in a town wanted to declare war against a neighboring town. New quests would be available and the game world would reflect the ongoing war. The world would be essentially player-driven. Not everything would be available, though. Players who want to get into intense politics are encouraged to journey out and join a clan.

Animals would be both specialized and general. While there would be different types of attack classes (e.g. versatile melee, spine-thrower, agile, tank, flying, pack), there would also be pack animals, explorers, messengers, and shopkeepers (tentacled, perhaps?). Construction workers would have very specialized forms, like a quarry beast with a giant saw-blade tail and arms capable of lifting solid stone blocks. Beaver-style animals could be lumberjacks, and a tunneling worm/thing could be a miner. Some animals might work as a pack, sort of like the Tines in aFuTD. Such animals could fulfill roles requiring dexterity, like certain roles in construction or the making of tools.

The game is always changing; it just a fun thing to think about. Right now it appears to be a greatly player-driven MMORPG that’s a cross between EVE Online and Pokemon, with intense politics and economics but also crazy interesting animals/creatures.

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