I have started porting procedural vegetation from my engine onto Urho3D codebase.
Here are reference screenshots from my old demo.
cadaver
,
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.
Update:
This screenshot demonstrates editing of procedural tree.
Update 2:
All related code is stored here