I've been spending sometime lately working on a tree engine that is very much similar to SpeedTreeRT ($400) http://www.idvinc.com
I'm curious as to how many people would be interested in a BlitzTree engine that would function exactly like SpeedTree?
I've recently started some code and have been able to produce some amazing results. The engine would be a simple include into your programs and called like this:
To reference a tree:
Amodel=LoadBlitzTree("<name>",parm2 ... . ..)
Inside the main loop you would call an update such as:
UpdateTrees()
To add global wind animtion:
TreeAnim(vel%,str%,dir%,global%,area%)
The engine would include:
Occulision
Distance checking
LOD
Portaling
Distance degrade (mesh and texture res)
AutoMipMapping (detail texture res upclose and smudged in the distance)
PreBuilt trees (60)
Proper alpha sorting
Animation controls
just to name a few..
My idea here is to produce an engine that will allow maps to contain litterally hundreds of thousands of trees without a hurt to the overall game speed.. This would be possible by a series of chks and portal of the tree meshes themselves.. Of course theres more to it then that but i won't endulge at this point.
Anyways, early results I've been able to make some nice trees at SUPER-LOW poly counts... check these out -
ss1
ss2
This tree is 312 polys.
No flat planes are visible as the engine uses a unique rotation calcuation to keep the planes lined up to the camera at all times (more powerful upclose and less process-demanding further away). The result is a tree that appears to be very lush and full but contains only a fraction of the poly count one might think.
Before I continue to build this system I wanted to see how the community would respond to such a tool... Im going to produce this code for my next game no matter the response but if enough people show interest I would make it more 'universal' then what I have planned.

BlitzTree3D Features:
** Tested engine code for 3d-tree operations.
** You get all the source code for the tree engine, easily add it to your projects.
** Fast calculations to control 1000's of trees per render.
** Included is 60 pre-made engine trees.
** Included is a convertor utility that allows you to make trees in any modeler and import them in.
** Simple demo code to show you the required steps for putting trees in your game/application.
** Support via Aliencodec's forums.
** Use in any commerical / private project (full version, non-open source)
Engine Specific Features:
** Single-surface operations, all the chunks (leaf) are sorted and take advatnage of quad-mesh design..
** High detail trees using photorealistic skins and design.
** Tree shading controls.
** Tree tinting controls.
** Tree ambience controls.
** Tree animation controls.
** Tree seasonal controls.
** 9 season presets included, change seasons with a simple command - Season=winter, or define your own!
** 3 levels of LOD
** Gridding / portaling engine code.
** The developer has full control over LOD, degradtion, animation and updating functions ..
** Over 6 years of 3d-tree mesh experience! we got it looking like you want it!
** Many many more features not mentioned, download the demo to see all the features!
CDheck out thje website for more info, pics and a demo download. Aliencodec

I'm curious as to how many people would be interested in a BlitzTree engine that would function exactly like SpeedTree?
I've recently started some code and have been able to produce some amazing results. The engine would be a simple include into your programs and called like this:
To reference a tree:
Amodel=LoadBlitzTree("<name>",parm2 ... . ..)
Inside the main loop you would call an update such as:
UpdateTrees()
To add global wind animtion:
TreeAnim(vel%,str%,dir%,global%,area%)
The engine would include:
Occulision
Distance checking
LOD
Portaling
Distance degrade (mesh and texture res)
AutoMipMapping (detail texture res upclose and smudged in the distance)
PreBuilt trees (60)
Proper alpha sorting
Animation controls
just to name a few..
My idea here is to produce an engine that will allow maps to contain litterally hundreds of thousands of trees without a hurt to the overall game speed.. This would be possible by a series of chks and portal of the tree meshes themselves.. Of course theres more to it then that but i won't endulge at this point.
Anyways, early results I've been able to make some nice trees at SUPER-LOW poly counts... check these out -
ss1
ss2
This tree is 312 polys.
No flat planes are visible as the engine uses a unique rotation calcuation to keep the planes lined up to the camera at all times (more powerful upclose and less process-demanding further away). The result is a tree that appears to be very lush and full but contains only a fraction of the poly count one might think.
Before I continue to build this system I wanted to see how the community would respond to such a tool... Im going to produce this code for my next game no matter the response but if enough people show interest I would make it more 'universal' then what I have planned.

BlitzTree3D Features:
** Tested engine code for 3d-tree operations.
** You get all the source code for the tree engine, easily add it to your projects.
** Fast calculations to control 1000's of trees per render.
** Included is 60 pre-made engine trees.
** Included is a convertor utility that allows you to make trees in any modeler and import them in.
** Simple demo code to show you the required steps for putting trees in your game/application.
** Support via Aliencodec's forums.
** Use in any commerical / private project (full version, non-open source)
Engine Specific Features:
** Single-surface operations, all the chunks (leaf) are sorted and take advatnage of quad-mesh design..
** High detail trees using photorealistic skins and design.
** Tree shading controls.
** Tree tinting controls.
** Tree ambience controls.
** Tree animation controls.
** Tree seasonal controls.
** 9 season presets included, change seasons with a simple command - Season=winter, or define your own!
** 3 levels of LOD
** Gridding / portaling engine code.
** The developer has full control over LOD, degradtion, animation and updating functions ..
** Over 6 years of 3d-tree mesh experience! we got it looking like you want it!
** Many many more features not mentioned, download the demo to see all the features!
CDheck out thje website for more info, pics and a demo download. Aliencodec
