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plant_rendering [2008-07-14 11:14] – davegriffiths | plant_rendering [2008-07-14 11:16] – davegriffiths |
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The cubes approach was too slow (for my old graphics card in 2004) I was spawning hundreds of trees at a time - they were evolving using mutation errors of data encoded in seeds the trees dropped. I later moved to using camera facing geometry (sprites), textured with faked normals to make them shade according to the lighting to appear cylindrical. With a bit of texturing it looked like this: | The cubes approach was too slow (for my old graphics card in 2004) I needed to be able to spawn hundreds of trees at a time - they were evolving using mutation errors of data encoded in seeds the trees dropped (and playing music as they grew). I later moved to using camera facing geometry (sprites), textured with faked normals to make them shade according to the lighting to appear cylindrical. With a bit of texturing it looked like this: |
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{{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}} | {{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}} |