Crafting Nature in Code: My Journey with Procedural Plant Generation in Unity
During a weekend, I took on the challenge of creating a procedural plant generation tool in "UNITY", and I’m thrilled with the results. It was a satisfying experience to see my efforts come to fruition. 1. Approach to Procedural Mesh Generation: I started with no idea how to approach this. I knew I needed to calculate vertices and faces to create a mesh, but my math skills were limited. So, I relied on animation curves, which turned out to be amazing. 2. Calculating Vertices with Curves: I began Calculating the vertices of the leaf using two curves. One curve was for calculating the shape of the leaf, and the other was for the bend of the leaf. 3. Face Calculations: Understanding how Unity draws triangles took some time. It was frustrating, but I eventually figured it out and was able to create a mesh with vertices and indices. 4. Leaf Shape and Reshaping: I successfully made the leaf shape, it's easily reshapable just by tweaking curves and parameters. 5. Adding Gra