Procedural Tree Generation


I participated in a gamejam hosted by Grads in Games with Airship interactive. - The theme being "Growth"  

As the studio that was being collaborated with primarily focused on art, I decided to go for something that was more visual, although generated via code. 

My submission was a  procedural tree mesh generation system using stochastic L-System fractals. It utilises a rule based system developed by Aristid Lindenmayer.       

Key functionality implemented:

  • Runtime mesh generation using L-system rule strings
  • Drag and drop rule implemention
  • Custom editior
  • Placement of leaves and fruits
  • Saving mesh
  • Randomised elements for growth size, length, color,  chance of leaves/fruits. 
  • Github