{"author_link":"\/users\/johnnysix","author_name":"johnnysix","author_uid":"johnnysix","comments":[],"epoch":1570919082,"event":"LD45","format":"md","ldjam_node_id":175601,"likes":3,"metadata":{"p_key":"137124","p_author":"johnnysix","p_authorkey":"1010272","p_urlkey":"353400","p_title":"Procedural trees - post-dare dev","p_cat":"LDJam ","p_event":"LD45","p_time":"1570919082","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":"1010272","us_name":"johnnysix","us_username":"johnnysix","event_start":"1570147200","event_key":"78","event_name":"Ludum Dare 45"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD45","removed_author":false},"_superparent":159347,"_trust":9,"author":10272,"body":"Since I was never happy with the ways the trees worked in the original, I thought I'd have a go at procedural \/ random generation of tree shapes.  \n\nVery trial and error.  Anyone else done something similar?  Did you use curves \/ smooth falloff, or just randomising? \n\nI've yet to figure how to fill the gaps \/ recreate a similar style to the fixed trees.  On the plus side, the collision will be consistent - so each 'chunk' of leaves will be a platform for some Crouching Tiger, Hidden Dragon style battles.\n\nGame here: https:\/\/ldjam.com\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\n\nProgress on post-dare \n\n![ProcTree_test_02.jpg](\/\/\/raw\/028\/2\/z\/297c7.jpg)\n\n\n","comments":0,"created":"2019-10-12T22:18:57Z","files":[],"files-timestamp":0,"id":175601,"love":3,"love-timestamp":"2019-10-13T10:58:19Z","meta":[],"modified":"2019-10-13T10:58:19Z","name":"Procedural trees - post-dare dev","node-timestamp":"2019-10-12T22:24:42Z","parent":169368,"parents":[1,5,9,159347,169368],"path":"\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\/procedural-trees-post-dare-dev","published":"2019-10-12T22:24:42Z","scope":"public","slug":"procedural-trees-post-dare-dev","subsubtype":"","subtype":"","type":"post","version":529113},"node_metadata":{"n_key":"175601","n_urlkey":"353400","n_parent":"169368","n_path":"\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\/procedural-trees-post-dare-dev","n_slug":"procedural-trees-post-dare-dev","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"10272","n_created":"1570918737","n_modified":"1570964299","n_version":"529113","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\/procedural-trees-post-dare-dev","text":"Since I was never happy with the ways the trees worked in the original, I thought I'd have a go at procedural \/ random generation of tree shapes.  \n\nVery trial and error.  Anyone else done something similar?  Did you use curves \/ smooth falloff, or just randomising? \n\nI've yet to figure how to fill the gaps \/ recreate a similar style to the fixed trees.  On the plus side, the collision will be consistent - so each 'chunk' of leaves will be a platform for some Crouching Tiger, Hidden Dragon style battles.\n\nGame here: https:\/\/ldjam.com\/events\/ludum-dare\/45\/forest-ninja-wizard-ghost\n\nProgress on post-dare \n\n![ProcTree_test_02.jpg](\/\/\/raw\/028\/2\/z\/297c7.jpg)\n\n\n","title":"Procedural trees - post-dare dev","wayback_source":[]}