Procedural Tree Planter (2019)
A 3D scene developed using C++, DirectX 11 and HLSL. This tree planter generates procedural trees using L-Systems technique and has procedurally generated terrain.
Goal of the project
Procedural tree planter was built to expand on my graphics programming skills by showcasing features such as post processing blur effect, skydome with gradient, and user input to simulate walking on a randomly generated Terrain. It also includes procedurally generated Tree model
Why this project? The project was built as a part of my coursework to learn graphics programming. Sharing love for all things nature, I chose this project to simulate a tree plantation game on a barren terrain.
What were the problems faced during the development of this project?
Generating the procedural tree using L-Systems technique was something I was stuck with as loading textures over the tree was consuming a lot of memory.
The random noise generated on the terrain was unpredictable, as the peak of a particular grid was initially uncontrolled.
How was the problem resolved?
In order to fix the unpredictability of the noise peak, firstly, I verified that the vertices and indices are in the correct order and ensured that the mid-point of individual grids are precise. Adding a min and max offset for the peak made the terrain appear with random noise.
For L-System tree, my requirement for the appearance of the tree was quite simple so in collaboration with a colleague of mine, I developed the tree just was using line primitives provided by DirectX API.