I had this idea while looking at some trees. Yep, thats how it happened.
Anyway, I know the best way to have a forest of now identical trees is to have some sort of procedural code to generate branchs and the likes, however this requires two things. Coding knowledge and processing power.So a simple idea I had, although don't have time to test myself, involves simply having a few sets of different parts of the tree which get put together pre-game start.Now this works for both 2d and 3d. Although it will be trickier for 3d.You'd break down the tree into four parts:1) Trunk base/roots2) Trunk top/lower tree top3) Middle tree top4) Upper tree topFor each part you would create at least 3 varients that can match up.For sprite based method, provided that either A)theres no shading, B) shade caused by directly above light source, you can flip the sprites to double the possible combinations. You can have them overlap, just make sure you do it in the right order.For model based methods, provided you do it just right, you can have the parts vary in their rotations to create an even larger variety of combinations. That and scaling. However I'd recommend that you know how to handle models before you attempt at scaling it. Reason would be that the objects points of origin would vary and cause distortion, so you'd need something to compensate its position based on the scaling size.Sorry no code, but then this should not be too hard to code.Anyone up to it?
http://64digits.com/users/index.php?userid=gamerman&cmd=comments&id=263821
I've made trees. but if you mean sprite based.. I guess that if I had some sprites I could try for something that's grid based, but sprites would be ugly because you need it to shrink, and with sprites, that would need sprites for each shrink level, and connections.unless you do what I did, but use a single branch sprite that repeats itself rather the a thick line thing.Edit: I'll upload an example in a bit.Actually I'm talking more of chunks of preconstructed tree that you can piece together, not generated branches.
I wouldn't recommend scaling sprites, just models. However the parts could vary in size as long as the generating code compensates for it.I made a really kickass 3D tree awhile back. I've noticed that most game developers are very bad at making them.
It's a sprite.But Obelisk, the tree is in the background anyway, it would be stupid to make that 3D since only one side of it is seen. You'd get a tiny bit of perspective but considering the Wii's lack of power I'd be keeping the backgrounds as sprites and focusing on the characters.
Oh hush you. Back in my childhood, forests were solid walls with trees drawn on them. And they were AWESOME.
I'm sorry, I try not to do this, but it's "challenge".