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I ported ProcTree to Codea—apparently not well. Help?

edited October 2021 in Questions Posts: 1,826

I found a cool procedural tree generator called procTree here:

The first screenshot shows what it’s capable of. I tried to adapt it to lua, and display the results with a Codea mesh, and the second screen shot shows my results. :'(

TBH I’m glad I got it working at all, but still, it’s clear that either I got the conversion wrong or I’m adding the vertices to the mesh wrong. Project is attached—can anybody help me figure out my mistakes?



  • Posts: 2,726

    @UberGoober - had a quick look at this and looks quite involved. There’s an old adage ‘Seek and thou shalt find’ so I sought and found an old L-systems tree construction system (which I posted ages ago) which I think could be used as the basis for what you want to do - just needs the Craft upgrading to get true 3D objects.

    Anyways - have a look.

  • Posts: 1,826

    @Bri_G that’s fantastic!

  • edited October 2021 Posts: 2,726
    @UberGoober - hopefully the L-system can help place the branch objects so you can construct trees accordingly.

    p.s. there's nothing new under the sun just more options.
  • Posts: 1,826


    Actually my ultimate goal is to make a cool voxel tree generator, like in this video:

    Since figuring out how to easily place tree generators ( it seemed like it should be possible to get the raw information out of procTree and turn it into voxel trees.

    I wish I could tell if I was generating bad information or if I was generating good information but turning it into a mesh badly.

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