I have started porting procedural vegetation from my engine onto Urho3D codebase.
Here are reference screenshots from my old demo.
Do you need such functionality in Urho3D core?
If yes, I’ll write code according to your code standard and inside Urho. And I’ll have a lot of questions.
If no, it will be a separate C++11 library over Urho3D.
This screenshot demonstrates editing of procedural tree.
All related code is stored here