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Topic: Processing Tree Generator (Read 1624 times) |
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naztafari
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Processing Tree Generator
« on: Aug 16th, 2003, 8:16pm » |
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Hi. New here. Picked up processing at Decode (http://decode.ateneo.edu) last May via Martin Gomez. Made a tree generator using a throwback on Binary (or trinary occasionally) trees in classical Data Structures & Algorithms. I guess this falls under L-systems, basically recursed the iteration of a tree, creating sub-trees with random slight random variations until you arrive at a tree-like drawing. Due to the insane amounts of nodes due to recursion, I opted not to do realtime tree generation. It just generates trees 1 at a time for now. http://www.object404.com/lab/bTreeBomb Click to generate "Tree-bombs". I call 'em tree bombs cause the end results also remind me of Mushroom Cloud explosions. And Broccoli. To do: *Implement tree branch/trunk thickness. *Create separate routine for drawing leaves Pardon the spaghetti code... haven't cleaned it up nor touched it in months... been busy.
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« Last Edit: Aug 17th, 2003, 8:35pm by naztafari » |
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-Naz http://www.object404.com
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Martin
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Re: Processing Tree Generator
« Reply #1 on: Aug 17th, 2003, 9:07am » |
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hi naz, great to have you here. looking forward to what you have in store for everyone.
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whisperstorm
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Re: Processing Tree Generator
« Reply #2 on: Aug 28th, 2003, 9:34pm » |
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Hey this is nice. I wonder if anyone has experimented with using l-systems and things like this in say a side-scrolling game -- it could eliminate the need for many tiles/images.
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Glen Murphy
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Re: Processing Tree Generator
« Reply #3 on: Aug 29th, 2003, 10:57am » |
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This is great, I love it.
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naztafari
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Re: Processing Tree Generator
« Reply #4 on: Sep 5th, 2003, 9:33am » |
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on Aug 28th, 2003, 9:34pm, whisperstorm wrote:Hey this is nice. I wonder if anyone has experimented with using l-systems and things like this in say a side-scrolling game -- it could eliminate the need for many tiles/images. |
| Probably for generating starfields. This IS very processor-intensive though, so for sidescrollers it would be better to go tile-based. As for other genre's... Soldier of Fortune 2's terrain generation via the random mission generator's really cool.
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-Naz http://www.object404.com
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mKoser
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Re: Processing Tree Generator
« Reply #5 on: Sep 5th, 2003, 11:50am » |
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very nice indeed... i wonder if this is a bug or a feature: if you click multiple times (FAST) it will only build ONE huge tree... it will just keep adding to the top of the tree. (Yes, I do enjoy trying to break things!) + mikkel
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mikkel crone koser | www.beyondthree.com | http://processing.beyondthree.com
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naztafari
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Re: Processing Tree Generator
« Reply #6 on: Nov 10th, 2003, 9:33pm » |
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Naw, it's not a bug. The screen doesn't refresh, it just keeps drawing over the old image. I tried doing a realtime version where you could see all the nodes branch/grow, but it became too bloody slow once the number of nodes started increasing.
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-Naz http://www.object404.com
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