I'm seeking feedback from the game development community on a project I'm designing which will be able to procedurally populate a virtual terrain with 3d or 2d vegetation models/meshes given only a heightmap, a few parameters and a set of files that define the types of vegetation used to populate the terrain. The x,y coordinates of vegetation models/meshes output by this program will be ecologically-realistic, allowing the production of highly detailed and diverse virtual environments with minimal effort required on the level designer's part.
In particular, my project could prove especially useful for populating large-scale, seamless outdoor landscapes that cross multiple climates.
The project, if completed, would be lost-cost (under $100) or even free and use a non-restrictive, open-source license. My primary motivation for developing such a project is to contribute to the independent game development community, as well as to gain experience in real-world software development and distribution.
Potential users of my project include small-scale independent teams of game developers primarily using low-cost middleware with non-restrictive licenses (GPL, LGPL, BSD etc.) such as Blender and the Ogre3d Rendering Engine.
Any and all feedback on the project is greatly appreciated. However I am particularly interested in:
- whether practicing independent game designers would find my project useful; and
- if they think that such a tool could be easily integrated into their established design workflows
[Edited by - technopolitica on August 26, 2010 8:20:18 PM]