Procedual Voxel Tree Generation - Rust Game

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My voxel engine (written in Rust using the Bevy game engine), finally has procedual tree generation. I'm using an algorithm called space colonization and it's absolutely fantastic. Source code for tree generation: https://github.com/TanTanDev/shrubbery Sponsor: Quadratic - The Data Science Spreadsheet Check out the project on Github: https://github.com/quadratichq/quadratic/ View open jobs here: https://careers.quadratichq.com/ My discord group: https://discord.gg/9P8QSYf Want to support me? Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur Resources (The tech I'm using)! bevy game engine: https://bevyengine.org/ game_stat: https://github.com/TanTanDev/game_stat physics (3D and 2D): https://github.com/dimforge/rapier inspector ui (runtime tweaking): https://github.com/jakobhellermann/bevy-inspector-egui/ hot reloading using dlls/so files: https://docs.rs/dlopen/latest/dlopen/ benchmarking: https://github.com/bheisler/criterion.rs world generation: my own custom implementation is not open source at the moment. other rust libraries, that I recommend: game engine: https://github.com/not-fl3/macroquad Graphics rendering api: https://wgpu.rs/ multithreading: https://github.com/zesterer/lagoon profiling: https://crates.io/crates/profiling, using Optick feature #tantan #gamedev #voxelgame