cc9cii wrote: ↑09 May 2020, 07:17

I've not spent any time looking at speedtree at all - at the moment I'm kinda leaning towards using the tree NIFs from Skyrim which comes with LOD meshes and textures.

Makes sense for development convenience.

I started playing around with L Systems in Python for a bit

Depending on the coefficients, they can create varying kinds of fractals, here

a Barnsley Fern, a special kind of L System.

Standard one:

*Barnsley fern 2* - 2020-05-09 16_35_42-Photos.png (172.7 KiB) Viewed 648 times

Changed Coefficients:

*Barnsley fern 1* - 2020-05-09 16_38_04-Photos.png (151.13 KiB) Viewed 648 times

(

https://en.wikipedia.org/wiki/Barnsley_fern)

So that can indeed be used for Fauna variety. Ofc. the plant isn't continuous here and only monochromatic.

You can generate tree like structures from this system, which is actually what Speedtree apparently uses.

Gif From the L Systems article on wiki:

*Fractal Tree* - Fractal_Farn.gif (443.73 KiB) Viewed 648 times

You can generalize this system to take arbitrary production rules

for the generation of fractals, in the end you can get a (hopefully Kolmogorov complexity) algorithmic mechanism to give a blueprint for another algorithm to generate Fauna.

The hard part is to translate this into OpenMW's 3D engine, and I just started with 3D programming so I likely going to wait out a bit. Integrating Scripting has precedence either way once you release your fork.