Game Development: Implementing Procedural Vegetation Planting in 'Around The World'
By
ibobev
Toasted golden, schmeared with insight. Top of the rack.
Summary
This article is part of a game development series about 'Around The World,' a sea exploration game in early development. The author details the implementation of vegetation planting in a procedurally generated world, specifically focusing on tree species placement based on the BIOME1 system's plant functional types. The content covers technical aspects of procedural generation, vegetation algorithms, and game development implementation.
Key quotes
· 3 pulledThis post is part of a series about Around The World, a game of exploration and discovery at sea.
In the previous post, I determined what kind of vegetation should grow where in my procedurally generated world. Now it's time to actually plant those plants!
As I mentioned last week, I figured out a list of tree species that belong to each 'plant functional type' in the BIOME1 system.
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