Despite being very very early in the development process, I’m quite excited to share Iogram. The idea with Iogram is to bring computational design to game engines (via nice friendly node inteface), and also to bring game engine tech to computational designers! So far, it’s been a fun project.
Yep, procedural content is one of the main goals. However, this workflow is also very useful for prepping a scene prior to runtime. For example, say you needed to place a bunch of trees on a terrain. You could create a little graph that 1) References a terrain mesh, 2) distributes some points on it 3) clones a tree model and places it in the scene. You save the scene, and away you go. No need to maintain a “Tree Placement” add on or something. Of course, there are benefits to the custom add on workflow, especially as the task grows in complexity.
As Victor suggests, the same workflow could be applied to Material and other Resource creation.
I make a living writing algorithms/geometry stuff, so at some point, I would very much like Iogram to be a source of income. However, I am totally open to the possibility of making it open source, but with paid updates or something. In fact, I think it would be so much better if there was strong community involvement. In the short term, I will be posting a WIP release of Iogram for anyone who is interested.
Looks great. I have noticed some functions like fill polygons and smooth polygons, how are these implemented? Are you planning on contributing them as part of the Urho3D API? It would be great if we could use them directly with C++.