April 18, 2019

Fake fluid simulations in Unity - or how to make the water system from Sprinkle game

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To research water simulation models I read a PhD thesis called Large-Scale Water Simulation in Games. The author has been working with the water system in Cities: Skylines, so if you want to learn more about how that was done you should read the thesis. But in the beginning of the thesis, the author was discussing different water systems in games. One of the games mentioned was Sprinkle, which is a mobile game where you have a fire truck and your job is to extinguish fires. It looks like this:


I played the game several years ago before I was interested in water systems, but when I saw it now I asked myself "How did they made that water system?" And above all, how could they simulate a water system on a mobile device? To simulate realistic water systems, you have to simulate the Navier-Stokes equations which is taking up a lot of computer power, so you are never doing it in games - and especially not in a mobile game from 2011.

One of the developers has written a blog post on how they made the water system: Sprinkle behind the scenes, and there's also a GDC talk pdf: Constraint fluids in Sprinkle. So what Sprinkle is doing is that they simulate water by using 600 particles and each particle disappears after 3.5 seconds to not make the simulation go slower. To display the particles on the screen they are using a "dynamic particle mesh" which I have no idea what it is, but in the GDC talk they say it's "point splatting with a few tricks." To simulate the particles they are using the built-in physics system together with a simplified Navier-Stokes simulation system. So it looks like this behind the scenes (this is before they add the dynamic particle mesh, so you can clearly see the particles):


To recreate the basic idea I found an article which is implementing something similar in Unity: Liquid Physics. The author is using just Unity's built-in collision system to simulate water, lava, and air. To create the solid surface from the particles, each particle consists of a circle with a gradient circle attached to it. The gradient gets a color (red, green, or blue), and then a render texture is used to capture the different colors:


...and then you use some shader tricks to generate a more solid surface that looks like the element being simulated. To change the type of particle to for example water, you experiment with the rigidbody settings to make something that feels like water. And in the end my version looks like this:

March 21, 2019

Self-driving car 2019 update

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About four years ago I made a self-driving car in Unity, which is an implementation of the Hybrid A star algorithm. I update it about once a year, except for last year when I didn't update it, so I decided to give it an extra large update this year. The following improvements have been added:

1. Reeds-Shepp paths. The old version used modified Dubins paths to make something that resembles Reeds-Shepp paths, but now I decide to add the real Reeds-Shepp paths. These were really annoying to make, so I've decided to give away the code for free: Download Reeds-Shepp paths for Unity in C#.


2. Voronoi field. A voronoi field tells, from each cell in the grid, the shortest distance to a voronoi edge (which can be seen as the midpoint between two obstacles) and the closest obstacle. This is useful knowledge to help the car find a path through narrow passages between obstacles and it also speeds up the algorithm when you smooth the path and want to find the distance to closest obstacle.



3. GUI. The old version used different keys to display different textures and paths. But now I've added a real GUI to make it easier to change between the different options by just clicking with the mouse.


4. A semi and a semi with trailer. I've also made a Tesla Simulator, and in the last Tesla Simulator update I added the Tesla Semi truck and a trailer. So I thought it would be interesting to see if I could update the pathfinding for cars algorithm, with pathfinding for cars that also drag something behind them. It was easy to add a model to the algorithm that simulates a trailer, but the problem is to make the real trailer follow the path. So sometimes the drag vehicle is colliding with the trailer even though the algorithm is checking for that, so I will in the future try to find a solution for that.


5. Optimized code. I've learned one or two things since the last update, so I've optimized and cleaned the code.

6. Path following. In the old version of the implementation, the car used to follow the path generated by the Hybrid A* algorithm, which uses the rear wheels to generate the path. But to make the car follow the path with greater accuracy, this path has to be moved forward to the front axle. When the car is reversing this path has to be moved to a "mirrored front axle" to make it easier for the car to follow the path when reversing.


You can test it here: Self-driving car.

March 15, 2019

Download Reeds-Shepp paths for Unity in C#

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My side-project is to make a self-driving car in Unity. I've been working on it for about four years and the last update was 2017. This year I decided to make another update because I've learned one or two things since 2017.

A self-driving car is not one algorithm - it consists of several algorithms combined together. The main algorithm in this self-driving car is a path-finding algorithm called Hybrid A*, which is a modification of the classic A* algorithm. Most games are using A* to make characters find their way around the map. But unlike a character, a car can't turn 360 degrees on the spot, so some modifications have to be made. But no matter how many modifications you make, Hybrid A* will never find the target with the exact position and rotation, so we need some kind of path that ends up exactly where we want to go. 

One such path is called a Dubins path, which is the shortest path from point A (with heading A) to point B (with heading B). In total, there are six Dubins paths and you have to measure all of them to find the shortest one. They look like this: 


The problem with those paths is that sometimes a car has to reverse into the spot where it want to go, and a Dubins path is just forward (or just reverse if you make some modifications). If you can both drive forward and reverse, the shortest path from point A (with heading A) to point B (with heading B) is called a Reeds-Shepp path.

While then Dubins paths are six in total, the Reeds-Shepp paths are 48. Also, the original Reeds-Shepp report called Optimal paths for a car that goes both forwards and backwards is not the easiest report to read. Luckily, Matt Bradley has managed to implement the report in C# - but in another game engine than Unity. So I decided to translate the code to make it work in Unity. The main challenge I met was that it took some time to realize that Unity is using a different coordinate system than the coordinate system used in the original implementation.

This is the end result (black means that the car should reverse and white means forward):


You can download the Reeds-Shepp paths (and Dubins paths) here.

February 11, 2019

Tesla Motors Simulator - 2019 update 1

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New year and new Tesla Motors Simulator updates are rolling out. In the last update I managed to introduce a bug where the car continued to accelerate for some short time even though you didn't press the gas pedal button. This happened at higher speeds and you felt it most when driving the Roadster 2020. I fixed this bug in this update with maybe 10 lines of code, but it introduced some other inaccuracies, so I had to change the parameters in all cars to make them have the same performance as the real cars.

In the future I might build my own "wheel collider" to have more control over it. I'm currently using Unity's built-in and it's working like a black box where you put in some values and then some values comes out and no-one really know what's going on inside of the box.


In the last update I removed the destruction system that deforms the car when colliding with something. The reason was that I'm using a simplified destruction system and the destruction is sometimes very inaccurate looking from what it would have looked like in real life. But people were sad about it, so I decided to implement it again. I also added dramatic sparks to make it look cooler when colliding. Other games, like BeamNG have more realistic destruction system, which I believe is called soft-body physics. But realism means slower performance and the destruction system I'm using is fast. But I might implement a better one in the future.


The third thing I added was a simple container trailer that the Semi can drag around. The trailer is still a little buggy here and there, sometimes it flips when colliding with some small object, but it's working overall like a real trailer would. I also realized I could take this trailer and add it to my pathfinding algorithm for self-driving cars, so it becomes self-driving trucks!

February 7, 2019

Steering Behaviors - or how not to evacuate a building

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One good book I read is The Unthinkable: Who Survives When Disaster Strikes - and Why. It discusses an aircraft accident where many people died even though the computer simulations said they should have survived. What went wrong? The answer is that the computer simulations assumed people move in the same way as water.
For a long time, engineers assumed people would move out of a building like water. They would fill the space they had, coursing down the staircases and flowing out to safety like a river of humanity. Buildings were constructed accordingly. The problem is, people don't move like water.

So if you are trying to model real people, you have to take pain and fear into consideration. People make decisions, they stumble and fall, and they fill up space unevenly. On their way out, they pause to rest when they can. But if you are just trying to make a simple game, you can treat people like water. Treating people like water in games is also known as Steering Behaviors. These individual behaviors are supposed to work like Lego bricks - you can combine several of them to get the final character behavior you need.

Let's say you have a character that's following a path. It will work fine until the character is meeting another character moving in the opposite direction? One solution now might be to calculate a new path with some pathfinding method like A* (A star). But this will take some unnecessary computation power. A better way is to use these steering behaviors, which will make the character avoid the other character and then continue following its path.

The following shows a combination of the behaviors:
  • Seek - move along the flowfield direction
  • Solid obstacle avoidance - is in this case finding the closest point on the wall (the walls are just lines), and if the character is predicted to collide with the wall it should steer away from the closest point)
  • Moving obstacle avoidance - is in this case moving a character away from the character it's colliding with. So it's not a steering behavior but a commonly used cheat to avoid intersecting characters

While researching steering behaviors I learned that the most difficult of the behaviors is avoiding moving obstacles, so there are multiple algorithms trying to deal with the problem. 

Algorithm 1. The most simple obstacle avoidance behavior is trying to just avoid the most dangerous obstacle by predicting where it will be in the future, while ignoring all others.


Algorithm 2. Is trying to avoid all of the dangerous obstacles by predicting where they will be in the future, and then scale the prediction so that obstacles closer to our character are considered more dangerous. 


Algorithm 3. This one has a name and it's Power Law. It's similar to Algorithm 2, but is also calculating an energy. As you can see, the characters are finding their way through the congestion in a slightly more realistic fashion.


Algorithm 4. RVO. This is what Unity is using to make characters avoid each other on their navmesh. I never implemented this behavior but might do it in the future.

As you can see, some of the characters are intersecting with each other. This is a commonly used cheat and the idea is to avoid congestion, you shrink the radius of each character until it's not anymore stuck. This cheat was used in the game Planet Coaster (as explained in this article) and they sold millions of copies, so it should be allowed in your game as well!