I learn A LOT with the forum and it is very interesting to watch a such dense communities.
My question doesn’t intend to be the Pandora’s box, but more related to try to reference a set of strategies, even if they are only quoted or described briefly. As I know there are MANY answers depending on initial purposes…
I explored growing meshes with Processing, especially.
I’d like to explore this and make a kind of prototype with TD.
We could start with a simple idea:
- an element (a cube, a quad …) as a seed,
- at each turn, a process take a face of the element and build a new element from it (extrusion? whatever)
- the process can decide where to grow
- the process can check if something can grow following rules (is there enough space, etc)
Of course, this is ONE idea.
But it could help me to figure out what could be a canvas for it and also to start to explore how I can do procedural / generative from a python that drive a nodes for instance (if it makes sense)
I often saw people pre-generating BIG meshes.
Outside of any software like TD, Processing or Max and then using them with a “custom player” that could parse the structure and then do the growing progression.
What could be your approached of this in TD ?
I used to use procedural for this kind of things.
I imagine a python somewhere.
But how would it interfere with Nodes ? I mean, referencing etc seems ok for me but, I’d probably need asynchronous engine here like: each n Frames, I trigger a script, it do find a place in the mesh, and then send all informations to a DAT used as points storage ? or write to a texture for GLSL way of point processing and also maybe drawing ?
Any ideas would light my thoughts here.