While working on the computer animation in Disney's Tron, Ken Perlin created a new method of random number generation that could efficiently generate natural-looking patterns. That algorithm, Perlin Noise, won him an Academy Award for Technical Achievement, and continues to be an invaluable tool for programmers looking to incorporate organic movement and patterns into their work. This technique is extremely useful in the animation field, and also has great importance to games, where creating a believable and lifelike world can do wonders for player engagement. This flexible and easy-to-incorporate algorithm can be used to simulate everything from buzzing flies to enemy movement patterns to the wonderful and surprising terrain of a Minecraft world.
In this talk, Andy Wallace, lead programmer and designer at Golden Ruby Games, will show several ways of using this powerful tool to create natural-looking simulations with minimal code. These will include 2D noise fields (useful for modeling hills, cloudy skies, or entire worlds) as well as organic movement (such as how to make unpredictable enemies and trees that sway in the breeze). The Deep Dive will be taught in Processing, but the algorithm has been incorporated into nearly every game-making environment and coding language. For those wishing to create organic elements for their game without writing thousands of lines of code, Perlin Noise is an invaluable and extremely simple tool to have at their disposal.
We'll be writing some code in a neat language called Processing, so bring your laptops with the Processing IDE installed (https://processing.org/download/?processing), no prior experience assumed. Doors open at 5 PM, food will be served!