Itoo Software Forum

Author Topic: Flagstones filling area by packing algorithm  (Read 218 times)

eqko

  • Jr. Member
  • **
  • Posts: 64
Flagstones filling area by packing algorithm
« on: January 23, 2019, 01:44:14 PM »
Just out of curiosity, with forest now being able to utilize effects, would it by any means by possible to fill an area using packing algorithms ?
Perhaps using some sort of script to for transform or I don't know ?

I have this path area that's filled with flagstones and it would be nice if they don't overlap.
Added bonus would be using density & scale using 'include'

I hope this image shows what I'm trying to accomplish.
As you can see, I get a long way, but I still have some overlapping while using collissions. settings the collission bigger wil result in to large gaps between the stones.
It would be supernice if pack algorithms could be a thing for Forest

Rokas

  • iToo Software
  • Hero Member
  • *****
  • Posts: 1429
    • iToo
Re: Flagstones filling area by packing algorithm
« Reply #1 on: January 24, 2019, 08:05:33 AM »
Unfortunately effects are not capable to solve this problem.
Rokas
iToo Software

iToo

  • Administrator
  • Hero Member
  • *****
  • Posts: 3411
    • iToo Software
Re: Flagstones filling area by packing algorithm
« Reply #2 on: January 24, 2019, 08:46:15 AM »
Currently Effects works only as a post-process action for each item, once they have been scattered.

But this feature would require a new scattering solution, based on a physics engine.
Carlos Quintero
iToo Software

eqko

  • Jr. Member
  • **
  • Posts: 64
Re: Flagstones filling area by packing algorithm
« Reply #3 on: January 24, 2019, 09:26:02 AM »
ok, makes sense. Thanks for the clear answer.

I'll just fix the overlaps manualy, no biggie.
Just glad I got that half way already with forest :)