|
![](/i/fill.gif) |
Gena wrote:
>>No, i don't agree here. You are seriously limited in what techniques
>>you can use when implementing a plant system in SDL. Most part of
>>developing a plant generator is not the code generating the actual mesh
>>but the underlying stuff generating the plant structure. Making this
>>both flexible and intuitive to use at the same time is the real
>>challenge and quite impossible with the limited means of the SDL.
>
>
> But there are several different tree system implemented already in SDL :)
> I think that currently available SDL features would be enough.
That's not the question, of course you can in theory implement anything
in SDL. But i doubt anyone will really write an universal plant system
in SDL let alone maintain it.
The currently existing SDL based plant generators are quite simple and
quite specialized. For a really universal plant system you need to be
able to not just adjust parameters of a fixed growth algorithm but must
be able to define the growth rules themselves. Advanced things like
self collision detection would be extremely ugly and slow with the
current SDL.
>
> I meant that now you have to write patch and recompile the whole
> program rather than just write plug-in for it.
I don't understand why it is more difficult to compile a patched POV-Ray
than compiling an imaginary 'plug-in'.
>>Well - the idea of a patch is not to have the user code in C to use it.
>> The best approach IMO is to have a fairly low level interface to SDL
>>that allows very flexible use but have the actual plant generation
>>internally for good performance.
>
> Could you clarify what you mean?
Sure. There is an internal plant generator that generates a mesh
object. There is a SDL interface to this which can be used to define
the plant system rules that are interpreted by the plant system. In
terms of language syntax it would be a new shape which behaves exactly
like a mesh. The rules could be given with classical L-System strings
set of macros could be created that generates common plant shapes with a
limited set of adjustable parameters.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.imagico.de/ (Last updated 31 Oct. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
Post a reply to this message
|
![](/i/fill.gif) |