Hasty Briefsbeta

Around The World, Part 27: Planting trees

9 days ago
  • #3D-modeling
  • #game-development
  • #procedural-generation
  • The author discusses the process of planting trees in a procedurally generated world for a game.
  • Low-poly tree models were created in Blender to optimize performance, with the tallest tree having only 44 triangles.
  • The game uses a biome system to determine where different plant species can grow, with each biome having specific plant functional types.
  • Domain warping is used to add detail to biome boundaries and ensure plants follow these boundaries naturally.
  • Each plant species has a base occurrence rate to control how often it appears within its biome.
  • Plant placement is managed using a grid system to prevent overlaps, though challenges arise with chunk boundaries and ordering dependencies.
  • Rejection sampling and iterative methods were considered but deemed too complex or performance-heavy for the current implementation.
  • The author decided to allow some plant overlaps to simplify the process and ensure even coverage.
  • Additional features include preventing plants from growing on steep slopes and clearing areas around human settlements like ports.
  • Performance issues were noted, with dense forests significantly reducing framerate, suggesting the need for impostors in future optimizations.