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The hardest part would be to map the terrain (rivers, airfield) as "places where you don't want trees" in terms of x/y coordinates, uv mapping does that all the time with mesh coordinates and textures. It can certainly be done. Then you find a way to define minimum spacing between the trees, add some variety... Then you generate a text file from that you can paste in the base config file.
Better would be declaring such "procedural content" into the graphics client. The API we have for bases and add-ons is optimized for other tasks, while the graphics client could make use of the GPU for many aspects of it.
For example, there could be one additional texture for a planet that defines density and type of the vegetation. Close to the vegetation cell, you could see individual trees and shrubs, further away, you just get transparent textures stacked on top of each other, adding some substance to the horizon.