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Cake day: October 9th, 2024

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  • I don’t know it, but if it supports transparent textures, you could try something like this: https://animium.com/2008/08/lowpoly-trees. The basic idea (not exactly what’s in the link) is that each branch is a texture on a plane facing your camera - clearly works only if camera angle doesn’t change. Depending on engine performance and distance from objects, you could simplify down to having 3-4 layers per tree. I’d call this something along the lines of “lowpoly parallax trees”. I’ve seen it working very neatly in a top-down third-person demo of Blender Game Engine a while ago.

    A neat way of producing these could be getting a hipoly model of a tree and culling sliced renders of its branches.

    Of course, if you don’t have things behind the tree, or the tree moving, you don’t need parallax at all and could bake the whole tree on a small surface.

    A lot of decisions depend on the exact affordances of the game.