쉐도잉 연습: How I Learned Procedural Generation - YouTube로 영어 말하기 배우기

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So I finished learning how to make an FPS controller,
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So I finished learning how to make an FPS controller,
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but if I want to make a more polished looking game,
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I will need to work on my environment.
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And since I'm more of a coder than an artist,
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I think there's no better way than with procedural generation.
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So let's begin by starting a new project.
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Next it's time to go on my usual YouTube grind and figure out how to do mesh generation.
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Thankfully Bracchus has three videos on this topic.
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Three days later.
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After watching Brackey's videos, I'm now able to generate meshes of any size that I need,
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and all it took is the code you see on the left.
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Now to make this look like terrain,
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use something called Perlin Noise,
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which is an algorithm created by Ken Perlin to help make more natural looking textures and terrain on the movie Tron.
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What I'm using here is the 2D version which generates values between 0 and 1.
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To represent this, I map the numbers closer to 0 as black and numbers closer to 1 as white.
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The power of this algorithm comes when you multiply that Perlin value by a number.
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For instance, I can use Perlin noise multiplied by an amplitude to procedurally generate the height of my terrain.
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This is all fine and dandy,
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but I wanted a little bit more control over my environment.
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Thankfully I found this tutorial series by Sebastian Legg,
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and it covered everything I wanted to know and more.
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It seriously was so good that I gave it a watch a few times over.
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The problem is, it goes into so much depth that it is too comprehensive for my puny brain to handle.
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So I took two of the simpler concepts to add to my generator.
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One was the ability to finely tune the noise,
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and two was this concept of multiplying the the Perlin noise with the falloff map to create islands.
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I actually wrote my own version of Sebastian's falloff map so that I could set where the falloff begins and ends.
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Here's a preview of that code for those of you who are interested.
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I also fixed Sebastian's noise generator because I think he broke it around episode 6 and then never fixed it.
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When you change the scale you're supposed to be able to zoom in
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and out of the Perlin map but right now it almost seems like you're generating a new map.
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I narrowed down the problem to these lines here.
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Changing this also fixed the parallax effect Sebastian had when changing the offset.
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Now that we have more control over our environment,
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it's time to move on to my favorite topic from elementary school,
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and that is coloring.
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So for coloring, I spent about a week or two trying to recreate the style Sebastian had for his intro.
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He shows that he's generating a texture with these nicely rounded edges,
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but in the tutorials, he only teaches us how to make a pixelated texture.
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One solution I had was to increase the number of sample points we use in the texture,
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but if you zoom in,
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we still have the problem of seeing each individual pixel.
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Then I remembered watching a video by Sebastian where he used marching cubes,
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and I was almost certain this is the approach he used for generating his texture.
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So I watched this video by the coding train and converted his marching squares algorithm from JavaScript into C-sharp.
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I got pretty close to the results I wanted,
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but when you view this on the terrain,
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you could still see each individual pixel.
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So I gave up on using a texture approach.
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I really tried to avoid this as much as I could,
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but I was left with no other choice but to dive into shaders.
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After messing with shader graph for a few hours,
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I came up with this decent shader here.
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I surprisingly had a lot of fun making this and it turns out shaders aren't too hard after all.
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With my new love for shaders,
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I looked up a bunch of more tutorials on YouTube.
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I found this tutorial for creating a gradient skybox with stars,
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but I noticed there's a little bit of distortion near the edges.
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So I found this article that taught me how to do proper UV sphere projection,
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and yay, no more distortion.
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But I wasn't quite satisfied yet.
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I also found this awesome cloud shader that I needed to use as well.
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And now our skies are looking not too bad.
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Then to top it all off I used these two videos to make a stylized water.
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Alright let's finish off this last bit here.
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So to finish off this project let's add some vegetation.
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I hopped in the blender and made this very beginner friendly tree
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but I don't want to manually place hundreds of trees on the terrain because that would take forever.
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And we are going for a complete procedural generation.
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Thankfully, I remember watching this video from Jonas Tyroller a
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while back where he talked about creating random levels for his game Islander.
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Basically, if you shoot a raycast onto a random point on the island,
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you can check if it's a valid spawn point for a tree.
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If so, spawn the tree.
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Then you can do this for as many times as you want trees,
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or whatever object you want to randomly place.
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So I created this simple prefab spawner script where I can select a prefab to spawn.
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Then to determine if a spot is valid to place a prefab,
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I just check if the the hit location is above the sea level.
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I also have the script randomly change the scale
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and rotation of the prefab we are spawning so that we have a bit of variation.
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Lastly, let's add some grass.
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I found this video to create a quick grass texture,
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then I put together a bunch of planes in blender to display it.
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Back in Unity, I just reused my prefab spawner script to spawn my grass around the island.
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Although, to really bring this grass to life,
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I watched this video from Bracuse.
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And now, we have Sway in our grass.
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So I brought over my FPS controller from the last video so that we can explore the island.
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And after working on this for so long,
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it's super cool to see this from the first person view.
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With what we have here,
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it's really starting to feel like a really polished game.
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The sky, the water, with the FPS movements,
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everything ties nicely together to really bring that GAME FEW.
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To be honest, I could keep on going and continue to add things to my procedure generator,
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but then this video will never end.
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I definitely will be working on this tool in future videos
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and I am just so pleased with how much I was able to figure out.
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This is definitely going to help me out in any future game that I make,
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and even just this island already feels like a cool spot to do 1v1 deathmatches on.
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I can imagine doing some sick multiplayer battles on here,
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finding good angles to pick off people on the island.
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But anyways, if you stuck around this long,
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thank you so much for watching,
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and I hope to see you in the next one.
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Peace.

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이 수업에 대하여

이번 강의에서는 게임 개발에서의 절차적 생성(Procedural Generation)에 대해 배웁니다. 특히 FPS 게임에 필요한 환경을 어떻게 자연스럽게 생성하는지를 중점적으로 다룹니다. 이 과정을 통해 여러분은 기술적인 영어 표현과 함께 프로그래밍 관련 어휘를 연습할 수 있습니다. 게임 개발에 관련된 주제는 영어의 다양한 용어를 익히고, 실질적인 영어 발음 교정에도 도움이 됩니다. 영상의 흐름과 톤을 따라하며 영어 쉐도잉을 통해 발음을 향상시켜 보세요.

주요 어휘 및 표현

  • Procedural Generation - 절차적 생성
  • Mesh Generation - 메쉬 생성
  • Perlin Noise - 페를린 노이즈
  • Amplitude - 진폭
  • Falloff Map - 감소 맵
  • Marching Cubes - 마칭 큐브
  • Texture - 텍스처
  • Zoom In/Out - 확대/축소

연습 팁

이번 영상의 영어 쉐도잉을 하기 위해서는 속도와 톤에 주의해야 합니다. 강의의 진행 속도가 빠르기 때문에 처음에는 자막을 보며 발음을 맞추는 것이 좋습니다. shadow speak를 통해 발음의 정확성을 높이고 상대적으로 느린 속도로 반복 연습을 할 때는 시청하는 영상의 부분이 어떤 내용인지 잠시 멈추고 생각해 보세요. 용어를 반복할 때는 발음 교정에 집중하고, 그 단어들이 갖는 의미를 되새겨 보면서 연습하세요. 그러면 자연스럽게 영어 실력이 향상될 것입니다. 유튜브 영어 공부의 일환으로 이 영상을 통해 실제 언어 사용에 대한 감각을 기르고, 자신감을 더욱 끌어올릴 수 있습니다.

쉐도잉이란? 영어 실력을 빠르게 키우는 과학적 방법

쉐도잉(Shadowing)은 원래 전문 통역사 훈련을 위해 개발된 언어 학습 기법으로, 다언어 학자인 Dr. Alexander Arguelles에 의해 대중화된 방법입니다. 핵심 원리는 간단하지만 매우 강력합니다: 원어민의 영어를 들으면서 1~2초의 짧은 지연으로 즉시 소리 내어 따라 말하는 것——마치 '그림자(shadow)'처럼 화자를 따라가는 것입니다. 문법 공부나 수동적인 청취와 달리, 쉐도잉은 뇌와 입 근육이 동시에 실시간으로 영어를 처리하고 재현하도록 훈련합니다. 연구에 따르면 이 방법은 발음 정확도, 억양, 리듬, 연음, 청취력, 말하기 유창성을 크게 향상시킵니다. IELTS 스피킹 준비와 자연스러운 영어 소통을 원하는 분들에게 특히 효과적입니다.

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