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Dev Diary: Ramping up the (procedural) vegetation

I recently ramped up the level of procedural tree foliage and wanted to briefly post about it. I chose to generate the trees myself and spent some time thinking about how to do that. I didn't look at any other implementations but rather tried to imagine the simplest approach I could think of and build out from there. Initially I considered a tree to simply be a pole (like a telegraph pole). Pointing up, normal to the surface I then imagine rings around its exterior that I could then stitch together using triangles. Next I imagine at some distance along the pole, branching by rotating the (imaginary) pole about the branching point (the new origin) a configurable number of degrees in the XY ZY planes. This process repeats recursively with the pole radius narrowing at each branching point and shortening and effectively produces a hierarchy of transformations (one per branching point) that I then bake into the mesh vertices for each branch sub-mesh. Next, to improve on the rigid pole appearance I modified the ring placement to follow a sinusoidal pattern (rather than the straight pole) by imagining the sin function rotated counter-clockwise +ve 90 degrees in the XY plane. Starting at zero then this function (now transposed) moves vertically upwards and oscillates +/- about the X axis. For the leaves I chose initially a spherical distribution of points. For the spherical distribution of triangular leaves I went with the Fibonacci sphere making each point the leaf triangle's circumcentre.
I then added support for optional hanging vines the colour of which are complementary to the leaf colours.
Finally, for coloration I added support for 3 schemes; Monochrome, Complementary and Analogous coloration (in HSV colour space). A short video of the results can be see in this video: [previewyoutube=FJofx9x1Roo;leftthumb][/previewyoutube]


[ 2024-12-21 09:36:16 CET ] [ Original post ]

Infinicity
Ben Morris Developer
Ben Morris Publisher
1970-01-01 Release
Game News Posts: 2
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
This little sandbox game generates gigabytes of procedural city, traffic and world around you as you move.

  • Use the in-game editor to define the rules for creating your terrain, grass, rocks, trees, city and traffic
  • Create your own unique look using the wide range of graphical settings from retro-pixelated to film-noir and more
  • Walk and fly around your creation
  • More features (and gameplay) coming soon...

MINIMAL SETUP
  • OS: Linux + SteamOS
  • Processor: Requires a 64-bit processor and operating system
  • Graphics: OpenGL 3.3
RECOMMENDED SETUP
  • OS: Linux + SteamOS
  • Processor: Requires a 64-bit processor and operating system
  • Graphics: OpenGL 3.3
GAMEBILLET

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4.24$ (15%)
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13.34$ (11%)
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14.99$ (25%)
1.00$ (90%)
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1.2$ (85%)
1.0$ (80%)
8.63$ (46%)
5.63$ (62%)
11.99$ (20%)
9.36$ (71%)
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3.38$ (77%)
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1.7$ (83%)
5.63$ (62%)
20.0$ (50%)
24.49$ (30%)
3.19$ (79%)
12.49$ (50%)
6.75$ (77%)
16.19$ (46%)
11.39$ (43%)
8.28$ (45%)
4.0$ (80%)
1.0$ (90%)
5.0$ (75%)
2.5$ (50%)
7.49$ (63%)
3.26$ (78%)
0.58$ (92%)
9.9$ (67%)
4.0$ (80%)

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