Derren Brown predicts the lottery

September 9th, 2009

Okay, I’ve just gone over the video in Sony Vegas, and I’m pretty sure I’ve got a good idea of how he did it – or at least, I’ve found a discontinuity in the video that would give a damned good suggestion of how he did it.

My theory is that it’s a simple split screen effect with some motion-following tech to give that authentic shakycam feel to it: from the moment the draw starts, the left hand side of the frame never changes. I’m pretty sure it’s held from the start of that sequence until about 6m07 seconds in, when the live version is cut back in. During the time it’s held, the balls are replaced by an assistant.

The smoking gun that the balls have been tampered with? Have a look at these framegrabs:

This one is from very near the start of the programme. Note that the top of the balls are aligned perfectly. But then, just before the point of his reveal, we have this:

The left-most ball is clearly raised up a small amount compared to the others. I’d suggest this pretty clearly indicates tampering, and I think I’ve spotted where the cut between the two sets of balls happens. Here is a frame from just before 6m07, showing the balls lined up nicely:

…and one from just after 6m07, where the leftmost ball is raised up slightly (you’ll have to squint a bit, and it’s much easier to see in a video editor if you scrub backwards and forwards):

So, there you go. That’s my theory, anyway. I guess we’ll find out tomorrow if I’m right or not.

I’m back!

August 5th, 2009

Right, back in Blighty and, if not entirely ship-shape and Bristol fashion, then at least moving towards being so. I think my timezone in somewhere in Russia at the moment, and gradually drifting westwards.

A few people seem to have been having trouble with the bzr repo. The answer to most of the question is that, yes, you’ll see nothing with a web browser – you have to install the bzr client. I’ve wondered about adding a hook to build a tarball or something whenever I push up an update, but that’ll have to wait until I’ve got a few more tuits in my bag.

I’ve got a bunch more reference material to look at now – which is good as I’m still pretty unhappy with the way things look. Maybe what I actually need is a giant Gundam robot looming over the skyline of my city?

Not dead

July 30th, 2009

I’ve not abandoned the project, I’m just on holiday. In Japan, in fact, where there’s loads of skyscrapers to use as reference material. Be back soon.

Cityscape – update 14

July 12th, 2009

So, we’ve got a road layout – now we just need to add some buildings to it. For a first pass, I just add simple blocky buildings; one per lot, with a height equal to the minimum of the width or height of that lot, and it looks like this:

…which isn’t bad, I guess, but there’s these enormous monolithic slab like buildings all over the place, and it looks really homogeneous again. So, let’s add the other building types back in and see what that looks like:

Well, that’s a bit better, but it still looks a bit Bladerunner-ish – the big buildings are still far too big, and I’m getting scene-dominating and unrealistic massive wedges still. It just doesn’t look realistic – I need to reduce the size of some of the buildings.

So, the next step is that once I’ve done my initial load of lot-splitting, as documented in the previous entry, I then loop over all the lots I’ve created, and if any of them are bigger than a certain maximum size, or have a length:width ratio of greater than 5, then the lot is split again, and this repeats until all the lots are a sensible size/ratio. And the final result of that is this:

…which I’m much happier with. I’ve also played around with the fogging a bit, which means the buildings don’t start to fade out until they’re much farther away; I’m not totally convinced it helps – especially on the NC10, which these screenshots were taken on – it just makes the scene busier and adds more visual noise. I’m also a bit unhappy that the buildings still all seem to blend into one – it looks better in motion, but perhaps I need to increase the amount of colour modulation that happens with the windows? The other this is that there’s no street lights or roads yet – I’m hoping that these might help to break the city up a bit more, and that’s the next step.

(note that the framerate in all these screenshots is ridiculously poor – this is because I took the screenshots on my little Atom-powered Intel-integrated-graphics netbook – on a machine with a sane graphics card, we’re still getting close to 60fps – although not close enough that I’m happy to leave it without future optimisations)

In the meantime, you can, as ever, check the code out of the bzr repo – we’re up to revision 45 now.

Cityscape – Hello, internet!

July 9th, 2009

So, Shamus Young, the lovely man whose PixelCity project this entire developer diary is inspired by a tribute to a total rip-off of, has linked to it from his blog. Which means my pages views for the last couple of days have totally exploded.

I left a comment on his blog, but I should perhaps address a couple of the same points here:

  • I’m doing this because I can, and because I wanted something to do in the evenings that my wife is out of the house. I’m on a hiatus from World of Warcraft at the moment, so figured a programming project might be fun, and as an ex-games developer with a lingering interest in 3D graphics, PixelCity provided a perfect inspiration.
  • I’m focusing far more on the technical aspects of my project than Shamus did for his – this is because, as I said above, this is a total rip-off of his original project, so all the interesting stuff about what looks right and making things look realistic has all already been written about. This isn’t a “How to draw a realistic city” diary – it’s a “How I did it in C#/XNA using more modern techniques” diary. As things progress, I might head in a different direction on some aspects (like the city planning entry) – I’ll discuss what I’m doing there in a bit more detail.
  • The C#/XNA “ZOMG MS ARE TEH EVILS” thing is not something I’m interested in discussing. I just can’t get worked up about it, I’m afraid.
  • I make no promises about how often this will update. It was pretty rapid at the start but, as with many things, it’s sort of tailed off a bit lately. It’s got sunny, I’ve been busy at work, my chilli plants need tending – I fully intend to carry this through to… well, some poorly-defined and probably still distant end-point, but I have no idea when that might be yet.
  • I apologise for inconsistently switching between first-person singular (“I did [x]”) and first-person plural (“We need [x]”). I’m a programmer, not a writer.

I think that’s about it. Thanks for dropping by; I hope you enjoyed what you read.

Cityscape – update 13

July 6th, 2009

So, I’ve been busy trying to work out algorithms for generating interesting city layouts. I spent a good long time chasing down alleys that turned out to not work too well: I’d decided that I wanted something a bit more elaborate than the straightforward grid layout I’d been using (and that TwentySided also seemed to use), but making things look interesting and realistic, but not also horrifyingly complex to code turned out to be more difficult than I thought. I also caught myself in the classic case of refusing to throw away code I’d already written and piling more bad code on top of bad code.

One approach I initially tried was to start with an empty city, and then plant lots on it, starting with large lots clustered around the centre, and then gradually filling in the gaps with decreasing size lots. Each lot would be bordered by roads on each of the four sides, and then I’d add random roads afterwards to divide up any remaining space. However, this often ended up with a load of roads running right next to each other – and also, I wanted the ability to have variable width roads, and this approach didn’t really lend itself to that. So, after far too long, I gave up and threw it away, and came up with the approach that I’m working with now.

Instead of starting with an empty space and adding lots, I decided to do exactly the opposite – start with a space filled by a single large lot, and then carve it up: so, the initial lot gets carved into two, and then each of those gets carved into two, and so on. Each split creates a road – the initial road width is wide, but as the lots get smaller, so do the roads – thus areas with a large number of small lots will tend to have small roads, whereas areas with larger buildings will tend to have bigger roads.

I also added a number of heuristics to make it look more “city”-like: when splitting a lot, the split point is random, and may be horizontal or vertical – if the lot is taller than it is wide, the split is more likely to be horizontal than vertical, and vice-versa. This ensures that buildings are mainly roughly square – long, thing buildings are rare in real life. Also, not every lot is split: in order to create a more built-up CBD, for each lot, the probability of a split taking place is increased the further away from the center of the city the lot is, but in order to make sure the lots aren’t too big, the probability of a split is also increased as the size of a lot increases.

The result can be seen below as an animation – the road colours correspond to different “classes” of road, that may end up being rendered differently at some point.

The next job is to actually plant some buildings in the lots – there’s still some work to do here, because a lot of my code tends to work best with base sizes that are roughly square, and I’ve still got a fair few lots being generated that are of a size ratio 2:1 or more – but anyway. You can check out the latest revision – 44 – from the bzr repository.

Cityscape – Update 12

June 21st, 2009

Finally got round to adding some lights to the buildings to stop those pesky aeroplanes from crashing into them all the time:

Again, as with so many things, these are not so simple as they appear. Several steps were needed to get these little static lights in place – but hopefully, it should mean later things like streetlights, cars and, hey, maybe fireworks of something, should be much easier to implement.

First of all, we generate another texture – a simple circular fade from white to transparent that can be used as the basis for all lights. At the moment, the fade is linear, and does look a little artificial, but it’ll do for now.

Secondly, we need some way of rendering these: I’m using a billboarding technique that’s fairly widely used in particle systems in most games. Essentially, you render a quad that always points towards the camera, giving the illusion of a solid 3D object with rotational symmetry. The effect – especially at a distance – is quite convincing. The trouble is, we need to recalculate the position of these quads every frame, to ensure they’re always pointed towards the camera – and doing this on the CPU can get expensive. So, the obvious solution is to use a vertex shader: rather than pass in the pre-transformed coordinates, for each vertex in the quad, we pass in the location of the centre of the quad along with an offset to indicate which corner we’re talking about (handily, this also corresponds with the texture coordinates, so we can re-purpose the texture component of the vertex data for this). Then, in the vertex shader, we use this information along with the position of the camera to calculate the real quad vertices.

Lastly, we need something to manage all the particles, so I’ve added a ParticleBatch class, analogous to the BuildingBatch, that looks after all the particles, calculates the vert buffer, renders them and that sort of thing. It provides an IParticleService for other game components to grab and dump their particles into: The naming of some of the interfaces should give a hint as to one of the current restrictions – that is, we only support static particles at the moment. This is handy from a speed perspective, but means that nothing in our scene can move: this is something we’ll have to address a bit more when I want to add moving vehicles and things.

We’re up to revision 40 in the repository now. Next step – I’m going to have to delve into the murky world of city planning, and hopefully make things look a bit less like a random collection of buildings, and a bit more like a real city…

Cityscape – update 11.1

June 16th, 2009

It occurs to me that the screenshot attached to the last post doesn’t show my classic buildings off terribly well, so here’s a grab of just one of them:

Cityscape – update 11

June 16th, 2009

It’s been a while. It feels longer, as I turned 30 since my last update, so happy birthday me. It’s all downhill from here. I’ve still been working on this darned city, though, and here’s a screenshot to prove it:

So, what do we have since last time? Well, building on update 10, where I clarified the box-building code by assembling boxes out of 5 panels (I ignore the base, as my intent is to always have the camera high enough that you can’t see the bottom of a box), I’ve actually introduced columned boxes. To see what I mean by this, see the following diagram:

There’s two ways of creating a columned panel; either way, we can specify the width of the windowed panel, and the width of the spacer columns. Then we either specify the desired number of windowed panels (easy to do, harder to use), or the desired width of the whole panel (which is harder to do, as I discovered, and obviously means that some compromise has to be reached if the desired width is not exactly achievable with the panel widths supplied). The algorithm I use essentially ensures the whole panel is symmetrical about the mid-point, and won’t ever have two blank column panels next to each other. The implementation is a bit yucky, but you can check it out in BuildingBuilderPanels.cs in AddColumnedPanel() if you’re interested.

That done, I set about making panelled boxes, with exactly the same sizing options as before, and then from that made a “Classic” tiered building design, as you can see in the screenshot above. This is an extremely customisable building type, and takes a ton of parameters on construction. Basically, each tier is slightly smaller in width and height than the one below it, and is separated by a black spacer block, which can overhang the blocks slightly. All the box sizes are rounded to integer numbers of stories and window-panels, and (for the moment) stretched textures aren’t allowed, although I might bring these back in if I can figure out a clean way of doing it. I’ve also added a simple routine to add some rooftop furniture, but I’m not totally happy with this yet – it doesn’t really stand out enough for me.

If you check out the latest revision, you’ll also see the very, very early phases of some particle code that I’m going to be using for things like streetlights, cars and lights on top of buildings – these will just be simple billboarded particles, not actual light sources (although maybe I’ll change to deferred rendering later and have them as actual light sources… or, maybe not!) and I hope to have them in some time in the next few days.

I’ve also spaced out the buildings a bit more – it means there’s blue gaps in the world now but I think the city looks a bit more natural spaced out like that; my city planning code is still extremely rudimentary, so needs quite some work doing on it, anyway.

The latest revision in the Bazaar repository is 37 now – check it out and see what you think.

Cityscape – update 10

June 7th, 2009

Again, no pretty pictures this time, because there’s not actually anything to see. I’ve spent a few days refactoring things in Cityscape, and having completely broken and then unbroken pretty much everything, I’m about back to the point I was a week ago, but with (hopefully) a somewhat tidier and more sensible bunch of geometry generation functions. I’m still a bit unhappy about the number of parameters these things take, but it’s a tradeoff between how much the caller needs to figure out for itself and how much flexibility the callee offers.

I’ve essentially ripped out the entire box generation function, and replaced it with a far more sensible (and hopefully) simpler set of routines that builds a box out of a set of panels. The idea is that now I’ve got a function to build panels in a useful way, I can use it to build more interesting looking buildings with blank spaces on their faces; this should hopefully make the city look less uniform.

One thing that keeps biting me in the ass is XNA’s peculiar insistence on using a right-handed coordinate system; I spent a good while trying to get the panels to line up on my boxes because my brain basically just can’t deal with the idea that positive-Z comes out from the screen rather than going into it. I really, really don’t get why MS did that, and if anyone knows the story behind it, I’d love to know.

Anyway, you can pull down revision 27 from the repo if you fancy having a look at the new building generation stuff.