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TODO
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TODO
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# TODO (order of importance)
-> Leaves
-> Stumps for trunks
-> All bend modes can be summed up into two parameters
-> Initial bend (only affects i=0 (up, down mode)) & Cumulative bend
-> At joint i, the angle is α_i = α_init + (i * α_cumul)
-> Add distribution modes to branches
-> Opposite, stair, pair, twisted pair
-> Allow cross geometry to have middle seam
-> Parametrize seam angle
-> Subbranches
-> Save/load from JSON
-> Export vertex painted model
-> Multiple tree-generating models. When creating new file, ask for model
-> Currently using tree[d] generation algorithm
-> Scripting language to generate it ?
- https://discuss.ocaml.org/t/using-menhir-to-parse-into-idiomatic-js-typescript-structures/13809
-> 2D render mode
-> Serializes camera position for further renders
-> Can toggle show/hide branches in render by clicking on them
# Look up into
-> Flower & shrubs generation
-> Look into TheGameCreators - Plant Life
- https://archive.org/details/plant-life-10501
-> Curve mode for trunk shape ?
-> Modify individual branches.
-> This locks the seed, and only unlocks it if user is willing to throw away all its changes
-> Multiple trunks