Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
Proceedural Tree Generator Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
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» Build Error Code::Blocks / CMake
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» Hello! I can translate in japanese
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» On Leave (Offline thread)
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» Devblog #14: A Brave New Forum
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» Application for Programmer
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» Re-Reapplication
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» Application (programming)
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» Achieving Sapience
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» Microbe Stage GDD
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 Proceedural Tree Generator

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tjwhale
Theorist
tjwhale


Posts : 87
Reputation : 26
Join date : 2014-09-07

Proceedural Tree Generator Empty
PostSubject: Proceedural Tree Generator   Proceedural Tree Generator EmptySat Feb 21, 2015 11:51 am

This is not much help for this stage but I made a proceedural tree generator for a friend and it could be useful to Thrive.




I'll also put it in the prototypes subfolder of the git.

Code:


import pygame
import math
import random
from pygame.locals import *

#setup

background_colour = (255,255,255)
(width, height) = (1600, 800)

screen = pygame.display.set_mode((width, height))#,pygame.FULLSCREEN)
screen.fill(background_colour)
pygame.display.set_caption('Trees')
pygame.font.init()

myfont = pygame.font.SysFont("monospace", 20)

#base variables
junctions_per_branch = 3
base_length = 200
reduction_factor = 0.75
angle_change = math.pi/4
max_generation = 7

#where to center the display
X_shift = width/2
Y_shift = height

trunk_colour = (160,82,45)
leaf_colour = (34,139,34)

class branch:
   def __init__(self, junction = None):
      #if this branch is the trunk
      self.start_x = 0
      self.start_y = 0
      self.start_z = 0
      self.end_x = 0
      self.end_y = 0
      self.end_z = base_length
      self.generation = 1
      self.length = base_length
      self.phi = 0
      self.theta = 0
      self.number_of_children = 0

      #if this branch is coming off a junction
      if junction:
         self.generation = junction.generation + 1
         self.length = base_length*(reduction_factor**self.generation)
         self.theta = junction.theta + random.uniform(-angle_change, + angle_change)
         self.phi = junction.phi + random.uniform(-angle_change, + angle_change)
         self.start_x = junction.x
         self.start_y = junction.y
         self.start_z = junction.z
         self.end_x = self.start_x +  self.length*math.sin(self.theta)*math.cos(self.phi)
         self.end_y = self.start_y +  self.length*math.sin(self.theta)*math.sin(self.phi)
         self.end_z = self.start_z +  self.length*math.cos(self.theta)
         self.number_of_children = 0
         


   def display(self, rotation):
      screen_x_0 = math.cos(rotation)*self.start_x + math.sin(rotation)*self.start_y
      screen_x_1 = math.sin(rotation)*self.end_y + math.cos(rotation)*self.end_x
      pygame.draw.line(screen, trunk_colour, [int(screen_x_0 + X_shift), int(-self.start_z + Y_shift)],
         [int(screen_x_1 + X_shift),int(- self.end_z + Y_shift)], int(20*(reduction_factor**self.generation)))


# a place where one brach comes off another
class junction:
   def __init__(self, branch):
      self.generation = branch.generation
      self.theta = branch.theta
      self.phi = branch.phi
      step = 1.0/junctions_per_branch

      self.x = branch.end_x + step*branch.number_of_children*(branch.start_x - branch.end_x)
      self.y = branch.end_y + step*branch.number_of_children*(branch.start_y - branch.end_y)
      self.z = branch.end_z + step*branch.number_of_children*(branch.start_z - branch.end_z)

      branch.number_of_children += 1

class leaf:
   def __init__(self, junction):
      self.x = junction.x
      self.y = junction.y
      self.z = junction.z

   def display(self, rotation):
      screen_x_0 = math.cos(rotation)*self.x + math.sin(rotation)*self.y
      pygame.draw.circle(screen, leaf_colour, (int(screen_x_0 + X_shift), int(-self.z + Y_shift)),5)



def mainloop():
   global branches
   global leaves
   branches = []
   junctions = []

   branches.append(branch())

   current_generation = 1

   while current_generation <=  max_generation:
      #for every junction add a branch
      for i in junctions:
         branches.append(branch(i))
      junctions = []

      #for each branch keep adding junctions until they all have the right number
      repeat = True
      while repeat:
         found_one = False
         for i in branches:
            if i. generation == current_generation and i.number_of_children <= junctions_per_branch - 1:
               junctions.append(junction(i))
               found_one = True
         if not found_one:
            repeat = False

      current_generation += 1

   leaves = []

   for i in junctions:
      leaves.append(leaf(i))



   


mainloop()

running = True
while running:
   for event in pygame.event.get():
       if event.type == pygame.QUIT:
           running = False
       elif event.type == KEYDOWN:
           if event.key == K_ESCAPE:
               running = False
           if event.key == K_SPACE:
              mainloop()

   screen.fill(background_colour)

   pos = pygame.mouse.get_pos()
   rotation = float(pos[0])/300

   for i in branches:
      i.display(rotation)
   for i in leaves:
      i.display(rotation)

   pygame.display.flip()
   

pygame.quit()

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MitochondriaBox
Learner
MitochondriaBox


Posts : 188
Reputation : 7
Join date : 2013-01-29
Age : 24
Location : Houston, Texas

Proceedural Tree Generator Empty
PostSubject: Re: Proceedural Tree Generator   Proceedural Tree Generator EmptySat Feb 21, 2015 2:20 pm

Neat! It might not work for Thrive if plants will be alive (heh rhymes), since the player's supposed to have the chance to actually play as them if they take that direction in the Multicellular Stage. Then again, this COULD be applied to them growing, since not all the player's plants'll turn out the same, with evolution limited to certain parameters (general shape, etc.). Stats could be attached to them and have the organism procedurally change accordingly. I dunnno.

What was your buddy working on?
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tjwhale
Theorist
tjwhale


Posts : 87
Reputation : 26
Join date : 2014-09-07

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PostSubject: Re: Proceedural Tree Generator   Proceedural Tree Generator EmptySat Feb 21, 2015 2:56 pm


I think the game will look very different if you are playing as a tree. This prototype is more like a tiny step towards being able to procedurally generate a landscape for your animal to wander around in. We're going to need whole forests of different trees.

He's working on a game, I can't really say too much about it but suffice to say your dragons can get shot down by Tesla coils, so it's going to be awesome and crazy.
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tjwhale
Theorist
tjwhale


Posts : 87
Reputation : 26
Join date : 2014-09-07

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PostSubject: Re: Proceedural Tree Generator   Proceedural Tree Generator EmptySat Feb 21, 2015 3:54 pm

Managed to get a couple of different types of  tree. It's a bit of a struggle to get it to do certain things but hopefully it should be possible to get some good variety going.

Spoiler:
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crovea
Programming Team lead
crovea


Posts : 310
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Age : 34
Location : Denmark

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PostSubject: Re: Proceedural Tree Generator   Proceedural Tree Generator EmptySat Feb 21, 2015 8:41 pm

I can think of ways this can become useful in the future!
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