This assignment will aim to develop a rollercoaster ride that has audio reactive moments with some procedural generation.
This assignment will feature a ride (with minimal intereaction) following a track. It will feature some audio reactive elements (for example, the ride's speed matching the tempo) and procedural generation, such as the track being created by perlin noise.
Fig. 1, a screenshot of Audiosurf.
To create a fun, energetic audiovisual experience. I may add some interation such as dodging obstacles, which is present the game "Audiosurf", present in Fig. 1 above. If possible, I would like the map's track to match the song used. Ultimately, I want a lot of audio reactive, visual effects such as trails, particles and animations to put the user into a flowstate as they listen.
Fig. 2, an Unity audio reactive example.
One of the first challenges I can see occuring my initial weak grasp of the manipulation of procedurally generated elements. For example, I am not quite sure how I would use perlin noise to draw a track that makes sense i.e. preventing sudden and very sharp declines and inclines. Essentially, I want my track to procedurally generate, but not to look like it has done so. Secondly, I am not fully versed on how to add audio reactive elements into Unity. It will be a challenge to make things both customisable and interesting at first.
- https://www.youtube.com/watch?v=5pmoP1ZOoNs // A good introduction to creating an audio visualiser
- https://docs.unity3d.com/ScriptReference/Mathf.PerlinNoise.html // Good starting documentation on Perlin Noise
- https://www.youtube.com/watch?v=Js-lAXTixV4 // Inspiration for rollercoaster track
- https://github.com/avseoul/Unity3D_LiquidySurfaceShader // Audio reactive shader example
- https://github.com/keijiro/Reaktion // Audio reactive animation examples
- https://www.youtube.com/watch?v=RF04Fi9OCPc // A spline tutorial that can be used for the rollercoaster
- https://www.youtube.com/watch?v=agr-QEsYwD0 // A tutorial for particle system trails