Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

I ported ProcTree to Codea—apparently not well. Help?

edited October 30 in Questions Posts: 1,547

I found a cool procedural tree generator called procTree here: https://github.com/procedural/proctree/blob/master/proctree/original_proctree.js.txt

The first screenshot shows what it’s capable of. I tried to adapt it to lua, and display the results with a Codea mesh, and the second screen shot shows my results. :'(

TBH I’m glad I got it working at all, but still, it’s clear that either I got the conversion wrong or I’m adding the vertices to the mesh wrong. Project is attached—can anybody help me figure out my mistakes?

Tagged:

Comments

  • Posts: 2,496

    @UberGoober - had a quick look at this and looks quite involved. There’s an old adage ‘Seek and thou shalt find’ so I sought and found an old L-systems tree construction system (which I posted ages ago) which I think could be used as the basis for what you want to do - just needs the Craft upgrading to get true 3D objects.

    Anyways - have a look.

  • Posts: 1,547

    @Bri_G that’s fantastic!

  • edited October 31 Posts: 2,496
    @UberGoober - hopefully the L-system can help place the branch objects so you can construct trees accordingly.

    p.s. there's nothing new under the sun just more options.
  • Posts: 1,547

    @Bri_G

    Actually my ultimate goal is to make a cool voxel tree generator, like in this video:

    Since figuring out how to easily place tree generators (https://codea.io/talk/discussion/12659/voxelsinajiffy) it seemed like it should be possible to get the raw information out of procTree and turn it into voxel trees.

    I wish I could tell if I was generating bad information or if I was generating good information but turning it into a mesh badly.

Sign In or Register to comment.