跟读练习: How I Learned Procedural Generation - 通过YouTube学习英语口语

C1
So I finished learning how to make an FPS controller,
⏸ 已暂停
108
如果句子过短或过长,请点击 Edit 进行调整。
1
So I finished learning how to make an FPS controller,
2
but if I want to make a more polished looking game,
3
I will need to work on my environment.
4
And since I'm more of a coder than an artist,
5
I think there's no better way than with procedural generation.
6
So let's begin by starting a new project.
7
Next it's time to go on my usual YouTube grind and figure out how to do mesh generation.
8
Thankfully Bracchus has three videos on this topic.
9
Three days later.
10
After watching Brackey's videos, I'm now able to generate meshes of any size that I need,
11
and all it took is the code you see on the left.
12
Now to make this look like terrain,
13
use something called Perlin Noise,
14
which is an algorithm created by Ken Perlin to help make more natural looking textures and terrain on the movie Tron.
15
What I'm using here is the 2D version which generates values between 0 and 1.
16
To represent this, I map the numbers closer to 0 as black and numbers closer to 1 as white.
17
The power of this algorithm comes when you multiply that Perlin value by a number.
18
For instance, I can use Perlin noise multiplied by an amplitude to procedurally generate the height of my terrain.
19
This is all fine and dandy,
20
but I wanted a little bit more control over my environment.
21
Thankfully I found this tutorial series by Sebastian Legg,
22
and it covered everything I wanted to know and more.
23
It seriously was so good that I gave it a watch a few times over.
24
The problem is, it goes into so much depth that it is too comprehensive for my puny brain to handle.
25
So I took two of the simpler concepts to add to my generator.
26
One was the ability to finely tune the noise,
27
and two was this concept of multiplying the the Perlin noise with the falloff map to create islands.
28
I actually wrote my own version of Sebastian's falloff map so that I could set where the falloff begins and ends.
29
Here's a preview of that code for those of you who are interested.
30
I also fixed Sebastian's noise generator because I think he broke it around episode 6 and then never fixed it.
31
When you change the scale you're supposed to be able to zoom in
32
and out of the Perlin map but right now it almost seems like you're generating a new map.
33
I narrowed down the problem to these lines here.
34
Changing this also fixed the parallax effect Sebastian had when changing the offset.
35
Now that we have more control over our environment,
36
it's time to move on to my favorite topic from elementary school,
37
and that is coloring.
38
So for coloring, I spent about a week or two trying to recreate the style Sebastian had for his intro.
39
He shows that he's generating a texture with these nicely rounded edges,
40
but in the tutorials, he only teaches us how to make a pixelated texture.
41
One solution I had was to increase the number of sample points we use in the texture,
42
but if you zoom in,
43
we still have the problem of seeing each individual pixel.
44
Then I remembered watching a video by Sebastian where he used marching cubes,
45
and I was almost certain this is the approach he used for generating his texture.
46
So I watched this video by the coding train and converted his marching squares algorithm from JavaScript into C-sharp.
47
I got pretty close to the results I wanted,
48
but when you view this on the terrain,
49
you could still see each individual pixel.
50
So I gave up on using a texture approach.
51
I really tried to avoid this as much as I could,
52
but I was left with no other choice but to dive into shaders.
53
After messing with shader graph for a few hours,
54
I came up with this decent shader here.
55
I surprisingly had a lot of fun making this and it turns out shaders aren't too hard after all.
56
With my new love for shaders,
57
I looked up a bunch of more tutorials on YouTube.
58
I found this tutorial for creating a gradient skybox with stars,
59
but I noticed there's a little bit of distortion near the edges.
60
So I found this article that taught me how to do proper UV sphere projection,
61
and yay, no more distortion.
62
But I wasn't quite satisfied yet.
63
I also found this awesome cloud shader that I needed to use as well.
64
And now our skies are looking not too bad.
65
Then to top it all off I used these two videos to make a stylized water.
66
Alright let's finish off this last bit here.
67
So to finish off this project let's add some vegetation.
68
I hopped in the blender and made this very beginner friendly tree
69
but I don't want to manually place hundreds of trees on the terrain because that would take forever.
70
And we are going for a complete procedural generation.
71
Thankfully, I remember watching this video from Jonas Tyroller a
72
while back where he talked about creating random levels for his game Islander.
73
Basically, if you shoot a raycast onto a random point on the island,
74
you can check if it's a valid spawn point for a tree.
75
If so, spawn the tree.
76
Then you can do this for as many times as you want trees,
77
or whatever object you want to randomly place.
78
So I created this simple prefab spawner script where I can select a prefab to spawn.
79
Then to determine if a spot is valid to place a prefab,
80
I just check if the the hit location is above the sea level.
81
I also have the script randomly change the scale
82
and rotation of the prefab we are spawning so that we have a bit of variation.
83
Lastly, let's add some grass.
84
I found this video to create a quick grass texture,
85
then I put together a bunch of planes in blender to display it.
86
Back in Unity, I just reused my prefab spawner script to spawn my grass around the island.
87
Although, to really bring this grass to life,
88
I watched this video from Bracuse.
89
And now, we have Sway in our grass.
90
So I brought over my FPS controller from the last video so that we can explore the island.
91
And after working on this for so long,
92
it's super cool to see this from the first person view.
93
With what we have here,
94
it's really starting to feel like a really polished game.
95
The sky, the water, with the FPS movements,
96
everything ties nicely together to really bring that GAME FEW.
97
To be honest, I could keep on going and continue to add things to my procedure generator,
98
but then this video will never end.
99
I definitely will be working on this tool in future videos
100
and I am just so pleased with how much I was able to figure out.
101
This is definitely going to help me out in any future game that I make,
102
and even just this island already feels like a cool spot to do 1v1 deathmatches on.
103
I can imagine doing some sick multiplayer battles on here,
104
finding good angles to pick off people on the island.
105
But anyways, if you stuck around this long,
106
thank you so much for watching,
107
and I hope to see you in the next one.
108
Peace.

下载应用

AI 为你说出的每个句子打分

TRENDING

热门

为什么要通过这个视频练习口语?

在学习一门语言时,实际运用是至关重要的。这个视频展示了制作程序生成环境的过程,涵盖了编码、算法以及创造性解决问题的思维方式。通过模仿视频中的讲解,学习者可以练习 英语口语练习,同时掌握如何在实时对话中有效表达技术概念。这种实践不仅增强了口语流利度,还能提升自信心,让学习者在谈论类似话题时游刃有余。结合 shadow speak 方法,一边观看一边跟读,加倍提升你的语言能力。

语法与表达在上下文中的应用

在视频中,讲者使用了一些关键的语法结构和表达方式。以下是几个重要的例子:

  • 动词时态的运用: 讲者使用过去式,如“我看了视频”来描述过去的学习经历,这对时间表达非常重要。
  • 条件句的构建: 如“如果我想做一个更精致的游戏,我将需要……”通过条件句,学习者可以理解如何在哦讨论计划和假设时使用英语。
  • 并列句的使用: 讲者使用了“并且”连接两个独立的思路,比如“我想控制我的环境,并且我需要……”,这增强了句子的流畅性。

熟练掌握这些结构有助于提高自己的表达能力,特别是在与他人交流技术性内容时。

常见发音陷阱

视频中的一些单词可能给学习者带来发音上的困难。例如,“Perlin Noise”这个术语,对学习者来说非常具有挑战性,尤其是在重音和音节之分的情况下。此外,讲者提到的“程序生成”以及“纹理”,在快速说话时可能会混淆发音。为了克服这些发音陷阱,学习者可以尝试反复跟读视频中的关键句子,利用 看YouTube学英语 方法,增强对这些难词的掌控。

通过持续的练习和 shadowspeaks 的技术,可以极大提升你的英语口语表达能力和发音准确度。

什么是跟读法?

跟读法 (Shadowing) 是一种有科学依据的语言学习技巧,最初开发用于专业口译员的培训,并由多语言者Alexander Arguelles博士普及。这个方法简单而强大:您在听英语母语原声的同时立即大声重复——就像是一个延迟1-2秒紧跟说话者的影子。与被动听力或语法练习不同,跟读法强迫您的大脑和口腔肌肉同时处理并模仿真实的讲话模式。研究表明它能显着提高发音准确性,语调,节奏,连读,听力理解和口语流利度——使其成为雅思口语备考和真实英语交流最有效的方法之一。

请我们喝杯咖啡