Rules, not meshes
A procedural species describes how a plant grows: how many branch levels, at which angles, how branches thin out, where leaves appear. The generator turns those rules and a seed into a mesh in a fraction of a second.
Why it matters for games
- No repetition — thousands of variations of one species
- Control — age, style, clear trunk, triangle budgets
- Consistency — every asset follows the same quality rules and LOD scheme
Built-in optimisation
The generator fits each LOD to a triangle budget and measures leaf overdraw, so the result is ready for real-time use without manual decimation.
Everything in one place
Trees, palms, bushes, ground cover, cacti and rocks share one generator and one look.


















