User Tools

Site Tools


epsylon:vegetationsystem

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

epsylon:vegetationsystem [2009/04/17 00:58]
dragonlord created
epsylon:vegetationsystem [2012/12/01 18:06] (current)
dragonlord
Line 1: Line 1:
-====== ​Vegetation System ​======+<WRAP youarehere>​ 
 +[[:​start|Start Page]] >> [[epsylon:​main|Modding Epsylon]] >> **Vegetation System** 
 +</​WRAP>​ 
 Large outdoor sceneries are no more uncommon in games. Rich outdoor sceneries though require a lot of smaller plants and props laying around on the ground interacting with wind and actors walking through to be believable and up to a standard level of graphic details players grew accustomed to. Creating rich sceneries can take a lot of time for a mapper if he has to hand place plants and other kinds of flora. Furthermore creating naturally looking environments is tricky doing by hand especially since nature often obeys to certain laws governing where plants grow. The Epsylon game provides a powerful vegetation system using [[gamedev:​propfields|Prop Fields]]. Developers are therefore not required to use this vegetation system as it is just a layer above prop fields exposed by the game engine writing their own system if they want to. This system is though simple to use and a great help for all mappers to create fast sceneries. Large outdoor sceneries are no more uncommon in games. Rich outdoor sceneries though require a lot of smaller plants and props laying around on the ground interacting with wind and actors walking through to be believable and up to a standard level of graphic details players grew accustomed to. Creating rich sceneries can take a lot of time for a mapper if he has to hand place plants and other kinds of flora. Furthermore creating naturally looking environments is tricky doing by hand especially since nature often obeys to certain laws governing where plants grow. The Epsylon game provides a powerful vegetation system using [[gamedev:​propfields|Prop Fields]]. Developers are therefore not required to use this vegetation system as it is just a layer above prop fields exposed by the game engine writing their own system if they want to. This system is though simple to use and a great help for all mappers to create fast sceneries.
  
Line 20: Line 23:
 ( TODO: add some example screens here ) ( TODO: add some example screens here )
  
-====== Links ====== 
-  * [[epsylon:​main|Modding The Epsylon Project]] 
-  * [[:​start|Main page]] 
epsylon/vegetationsystem.txt · Last modified: 2012/12/01 18:06 by dragonlord