Team Entity Blog

Week 19 Demo Developments

Unity Boids sample with statistics

Hello everyone, we’re still steadily making progress:

  • Unreal
    • Creation of threat entities and civilian entities.
    • Civilian entities have a range that detects threat entities.
    • Attempts to set up Houdini in new virtual environment.
  • Unity
    • Set up Boids and physics samples in Unity for further testing and experimentation.
    • Design of an ordered spawning formation demo that moves forward together.
    • Implemented script to manipulate Unity time dilation for up to 100x faster than real time.

Unfortunately, CAE had a large event to attend to this week and could not make it to our usual Thursday meetings. See everyone next week!

Week 18 Unreal Foundations

MassEntities Demo of Entities without Visuals

Hello everyone, another week another update. We’ve made great deal of progress in our Unreal MassEntities demo and developed actionable goals for Unity. Let’s go over everything.

  • Successfully migrated Houdini city generation work to the virtual machine.
  • Secured a graphics card for the virtual machine to get rendering to function in Houdini.
  • Completed migration of our Unreal work to version 5.1.
  • Established foundation for building more behaviors in Unreal.
  • Assessed how actionable CAE’s provided behaviors can be in Unity DOTS:
    • Basic avoidance and movement very possible.
    • Boids sample for flocking behavior and physics samples for collisions.
    • Pathfinding and more complex behaviors are not feasible with remaining time.

    Here’s what we discussed in our meeting with CAE:

    • Houdini work on the virtual machine.
    • Unreal demo for the foundations set up in preparation for more behaviors.
    • Showing performance relative to number of pathfinding entities.
    • Discussing faster than real time possibilities in Unreal.
    • Considering plans moving forward in meeting others who work with Unreal in CAE to address performance and LOD.
    • Asked for a list of possible behaviors to implement.

    Week 17 Reassessing Scope

    QRB Summary

    Here is what we have been up to the last few days:

    • Further research on Unity ECS. Creating designs in simple behaviors. Looking into pathfinding solutions.
    • Progress on migrating our Unreal implementation to the Unreal 5.1 update.
    • More wrestling with Houdini, having difficulties working with the software.
    • Worked with Coach Wilson to secure access to UF cloud computers.
    • Preparing for our first QRB.

    We covered a few things in our meeting with CAE this week.

    • Discussed our difficulties with Houdini and possibly scoping down to focus on agent behaviors.
    • Considering how we can use Houdini on UF computers.
    • Asked for a list of behaviors for implementation in ECS.

    Week 16 Houdini

    Houdini City Map Generation

    Hello everyone, we are continuing to work on our demos this week. Picking up our licenses for the city map generation software Houdini, we started experimenting with it this week.

    • Following documentation and tutorials in the use of Houdini.
    • Studying more on the use of Unity ECS. Further research on pathfinding implementations
    • Porting our Unreal MassEntity implementation to Unreal 5.1.

    Here’s what we talked about in our meeting:

    • Progress on Houdini and our plan to generate city maps for both Unreal and Unity.

    Week 15 We’re Back!

    Our path moving forward this semester.

    Hello! After a nice winter break, team Entity is ready to go back to work doing research and designing demos for CAE using Entity Component Systems. Here’s what we have worked on our first week back:

    • Looked into Houdini, software which generates city scenes for both Unity and Unreal engines.
    • More research on ECS to develop our next prototypes with more advanced behaviors.
    • Short presentation reviewing our plan for the semester in developing our final demos and white paper.

    A short meeting this week with our liaisons:

    • Discussed logistics for our meetings going forward.
    • Thoughts on using Houdini.
    • Talked about our plans for the semester.

    Some demos coming in next week!

    Week 14 SLDR and Final Week of Fall Semester

    Here we are at the finish line at the end of Fall Semester. Our SLDR presentation went very smoothly. Check last week for more details from our practice run during class. Here are some changes we made based on our feedback:

    • Added more context for explaining ECS.
    • Setting defined dates for goals next semester.
    • Reorganized slide images.
    A picture after our SLDR presentation.

    In our liaison meeting this week:

    • Reviewed SLDR presentation.
    • Considered feedback and thoughts about SLDR presentation. Thoughts comparing Unreal and Unity game engines in particular.
    • More logistical matters in signing off on the SLDR and setting up for meetings next semester.

    We are looking forward to the winter break following finals week after such a busy semester. However, team Entity will certainly be back for more ECS research and insights at the start of Spring semester.
    Happy holidays!

    Week 13 SLDR Practice

    Setting up for our SLDR practice presentation

    Hello everyone, this is our second to last blog post before we close out for the rest of the semester. We practiced our SLDR presentation in class covering:

    • ECS in Unreal and Unity
    • Design and architecture of ECS simulations
    • Unreal and Unity workflows
    • Prototype review
    • Plans for Spring semester

    In our meeting with CAE this week, we discussed:

    • Logistics around the SLDR
    • Unity questions around use of 1.0 ECS release and outdated addons

    See everyone next week!

    Week 12 CAE Visit and Thanksgiving

    We visited CAE in Tampa this week, a 2 hours drive from the University of Florida. Here’s what we did:

    • Learned about the history and current work of CAE.
    • Toured the company grounds.
    • Experienced a large-scale aircraft pilot training simulation.
    • Viewed an interactive AR map.
    • Tried a helicopter pilot training simulation.

    Overall, very interesting. No meeting this week because of Thanksgiving break. Team Entity wishes everyone a very happy Thanksgiving!

    Week 11 Prototype Day!

    This week we show off our prototypes! Refer to our posts weeks 9 and 10 for a look at what details we talked about. Here is an overview:

    • Introduced ECS and workflows in both Unreal and Unity.
    • Demonstrated small scale implementations in Unreal and Unity.
    • Acknowledged future plans for next semester.

    Our meeting this week with CAE was fairly straightforward.

    • Reviewed the details we presented for Prototype Inspection day.
    • Set up further plans for our visit next Tuesday.
    • Asked for further details on our research white paper deliverable.

    Week 10 Prototype Preparations

    Hurricane Nicole Incoming
    Unity ECS Prototype Initialization
    Entities Converge Towards Center
    Slide on the Prototype Simulation Scenario

    Welcome back! We are busily preparing for our prototype presentation day as Hurricane Nicole looms. Here’s what we have to present.

    • Slideshow presentation describing our project, research, and prototypes.
    • Video of our Unreal prototype from last week.
    • Live demos for pathfinding functionality and basic ECS implementation in Unity.

    Unfortunately, with Hurricane Nicole on Florida’s doorstep, we won’t be meeting with CAE this week. However, we’ll be making that up as we prepare to do a tour of CAE’s Tampa location later this month. Here’s what we have planned for next week.

    • Continuing to experiment and iterate on the prototypes for both Unreal and Unity.
    • Develop ideas towards our large-scale simulations and performance research.
    • Integration of Dear ImGUI with Unity, work with the graphics library has been on the back burner as we focus on our working prototypes.

    Have a happy Veteran’s Day!