Procedural vegetation.

Discussion of proposed new features.

Procedural vegetation.

PostPosted by Eugene » 08 Aug 2016, 20:45

I have started porting procedural vegetation from my engine onto Urho3D codebase.
Here are reference screenshots from my old demo.
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cadaver,
Do you need such functionality in Urho3D core?
If yes, I'll write code according to your code standard and inside Urho. And I'll have a lot of questions.
If no, it will be a separate C++11 library over Urho3D.

Update:
This screenshot demonstrates editing of procedural tree.
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Last edited by Eugene on 20 Aug 2016, 10:29, edited 1 time in total.
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Re: Procedural vegetation.

PostPosted by Enhex » 08 Aug 2016, 20:55

Procedural generation isn't in the scope of a game engine, so I think it should be external library.
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Re: Procedural vegetation.

PostPosted by yushli » 09 Aug 2016, 02:27

The trees look quite beautiful. Thank you for sharing this. Where can I find the sample project to try out?
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Re: Procedural vegetation.

PostPosted by Eugene » 09 Aug 2016, 07:40

Procedural generation isn't in the scope of a game engine, so I think it should be external library.

Unity devs disagree with you.

The trees look quite beautiful. Thank you for sharing this. Where can I find the sample project to try out?

I don't want to share my old demo and I haven't finished porting. I post here as soon as ready.
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Re: Procedural vegetation.

PostPosted by cadaver » 09 Aug 2016, 07:49

Looks like a beautiful feature. And I agree that it works best as an external library outside Urho.
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Re: Procedural vegetation.

PostPosted by hd_ » 09 Aug 2016, 09:08

Looks nice, I hope to see it shared in some form eventually !
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Re: Procedural vegetation.

PostPosted by Eugene » 09 Aug 2016, 13:45

cadaver wrote:Looks like a beautiful feature. And I agree that it works best as an external library outside Urho.

It would be cool to have such external libraries that could be easily used by anybody (like assets in Unity).

I can easily create some library and player that wraps and extends Urho.
However, this way looks very limited in the context of extensibility.
I mean that several libraries could be only merged manually.
And matryoshka-like library design is not the best solution.

Do you have any ideas how it could be resolved?
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Re: Procedural vegetation.

PostPosted by cadaver » 09 Aug 2016, 14:08

I'd recommend just providing the code files and a CMakeLists if appropriate, and some kind of instructions how people can incorporate it in their application. I don't recommend actually wrapping and extending Urho.
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Re: Procedural vegetation.

PostPosted by Eugene » 09 Aug 2016, 15:12

cadaver wrote:I'd recommend just providing the code files and a CMakeLists if appropriate, and some kind of instructions how people can incorporate it in their application. I don't recommend actually wrapping and extending Urho.

Does Urho have any codebase of such external add-ons?
It's quite hard to find and re-use code from forks... And from threads in 'Feature Request' too.
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Re: Procedural vegetation.

PostPosted by cadaver » 10 Aug 2016, 07:52

I'm not aware of a "god" repository, however what you (or anyone else) can do is to make a PR into Urho's documentation to the "external links" section to include a link to your project.
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