Emrick & Margana
Emrick Emrick
Hey, I’ve been trying to make a procedural plant generator for a game, but I’m stuck on how to mimic the natural branching patterns plants actually use. Do you have any insights on how plants decide where to grow or how their rhythms work? Any thoughts on translating that into code?
Margana Margana
It sounds like a lovely challenge. Think of a plant as a living rhythm, not a set of hard rules. Start with a simple rule set—maybe an L‑system or a small recursion that gives each branch a base angle and a growth length. Then let small random tweaks or noise decide the exact angle, the thickness, and whether a branch splits again. Add a little “hormone” factor: if a branch is exposed to light, let it grow longer, or if it’s too close to another branch, nudge it away. You can model time in “growth cycles” where each cycle the plant checks its environment and decides whether to branch, extend, or prune. Keep the code modular: a Branch class that holds its length, angle, and child branches, and a Plant controller that runs the growth cycles. In the end, the plant will feel alive because its growth is guided by simple, local decisions rather than a strict blueprint. Take your time, tweak a bit, and watch it unfold. Good luck!