Generated Visual
The editor generates a full tree or bush from sliders, draws the result into a Starling RenderTexture, then uses that baked texture as the visible object.
Dynamic object editor
Dynamic Tree creates procedural trees, bushes and vines inside the Ancient Machines editor. The generator bakes branches, bark texture, and foliage into one texture while preserving the full setting data for save, load, and export.
What it is
Dynamic Tree is a generated object type registered as dynamic_tree. It appears in the dynamic object library and opens its own Object Settings controls when selected.
The editor generates a full tree or bush from sliders, draws the result into a Starling RenderTexture, then uses that baked texture as the visible object.
All generator settings live in dynamicTreeData, so a saved level can load the exact same tree configuration and redraw it later.
A Dynamic Tree can be used as a decorative scene object or as an object with a simple physics body, while the generated art keeps its own tree shape.
Branches can be plain colored strokes or use the same grouped stroke texture picker used by physics-line skins, including bevel, scale, compression, and flip controls.
Global structure controls
These controls sit at the top of the Dynamic Tree settings panel and decide the broad shape before level-specific tuning starts.
Switches between Tree and Bush. Tree uses one trunk; Bush spreads multiple main stems from the base.
Redraws the structure from the current seed and branch rules. Change Seed first when branch placement itself should change.
Controls deterministic random generation. Different seeds produce different branch skeletons and visual variations.
Bends the global crown vertically by affecting branch angles as depth increases. It can make the crown feel taller, flatter, raised, or drooping.
Only matters in Bush mode. It controls how far the main bush stems spread horizontally from the base.
Global branch controls
These controls affect the whole tree or bush, independent of the currently selected branch level. Branch count, layout, angle spread, arc, per-level length scale, and per-level randomness are controlled in the Selected Branch Level section.
Controls the maximum recursive depth used by the tree.
Base length used before recursive and per-level scale factors.
Scales branch length as depth increases.
Tints the branch stroke when branches are drawn with plain color or with a stroke texture.
Controls branch transparency.
Turns branch stroke texture drawing on or off.
Requests the bevel-capable version of the selected branch texture when available.
Uses the same grouped stroke texture library as other line-based tools.
Changes how large the stroke texture pattern appears on branches.
Compresses or stretches the stroke texture along the branch path.
Mirrors the branch texture vertically.
Mirrors the branch texture horizontally.
Globally bends branches left or right.
Global parent-to-child branch length ratio.
Controls how thick child branches are compared with their parent branch's stable logical thickness.
Initial trunk thickness in Tree mode, or main stem thickness in Bush mode.
Foliage controls
Leaves are generated after branches, so foliage appears on top of wood. The leaf system supports broad leaves, circles, single needles, alternate pine needles, Bagrem pairs, and whorl clusters.
Chooses Normal Ellipse, Needle, or Circle drawing.
Chooses Random, Bagrem Parallel, Pine Needles, or Pine Whorls placement.
Primary foliage color used by generated leaves.
Adds the second foliage color to the random leaf color palette.
Second foliage color available when enabled.
Adds the third foliage color to the random leaf color palette.
Third foliage color available when enabled.
Controls leaf transparency.
Base angle used for leaves and needles relative to the branch tangent.
Global foliage amount multiplier. Combine it with Leaf Amount At Level for level-specific density.
Base width for ellipse and circle leaves.
Base height for ellipse and circle leaves. Needle length is controlled by Leaf Length.
Global multiplier for leaf size.
Global random variation in broadleaf size and needle length.
Base length for needle leaves.
Random variation for needle length.
Stroke thickness used by needle leaves.
Number of positions used for Pine Whorls.
Minimum number of needles generated from each whorl position.
Maximum number of needles generated from each whorl position.
Fan angle used by Pine Whorls. It is only active when the whorled leaf layout is selected.
Save and load
The generated texture is recreated from data. The level stores the settings, not a flattened bitmap-only result.
dynamicTreeData is stored with the object, following the same pattern used by other custom JSON fields such as physics-line and special visual object data.
Per-level values are stored in levelSettings, one object per branch level from 0 to 7.
UI dimensions are stored in physics meters and converted to pixels only while drawing. The baked render width and height are updated from the generated texture bounds.
When the level loads, the display factory reads dynamicTreeData, recreates the Dynamic Tree display object, draws the tree, and uses the baked texture in the scene.
Practical setups
These setups are a quick way to get predictable results while authoring a level.
Use Tree mode, moderate Branch Levels, Random leaf layout, ellipse leaves, and a small amount of level angle randomness. Keep Branch Arc low for a readable silhouette.
Use Bush mode, raise Bush Base Width, reduce leading depth, and give level 0 several main branches. Use Leaf Amount At Level to control how dense the bush becomes.
Choose Needle leaf type and Pine Needles layout. Increase Leaf Length and Leaf Amount, then use level leaf amount to avoid needles on lower structural branches.
Choose Pine Whorls layout. Tune Whorl Slots, Whorl Min Leaf Count, Whorl Max Leaf Count, and Whorl Spread Angle to create clustered needle fans.
Use Bagrem Parallel leaf layout with ellipse leaves. Each point on the branch gets a left/right pair, creating a clean paired-leaf look.
Enable Branch Texture, choose a bark-like stroke texture, then adjust Texture Scale and Compression until the grain reads well on both trunk and small branches.
Creator guide
Use these options alongside the controls described above.
When a Dynamic Tree has physics, its body follows the trunk and first-level side limbs, including their leading continuations.
Leaves, fruit and finer secondary branches remain visual detail. Do not rely on them as solid platforms.
Bush generation uses several stems. Supported vine forms use the same root-chain approach for their physical wood.
Use scene layers when the tree is decorative, or enable the supported physics setup when it should act as part of a puzzle.
Creator guide
Use the expanded generation options to create hanging vines, canopies, curtains and decorated plants.
| Option | What it does |
|---|---|
| Generation Type / Vine | Choose Tree, Bush or Vine. Vine exposes its own mode, direction and strand controls. |
| Vine Mode | Choose Single, Branching, Canopy, Curtain or Bush for the desired vine layout. |
| Vine Direction | Choose Up or Down growth. |
| Vine Constant Thickness | Set the constant thickness used by vine branches. |
| Vine Waviness Amplitude At Level | Tune the size of the bends for the selected branch level. |
| Vine Waviness Count At Level | Tune how many waves appear along branches at the selected level. |
| Vine Leaf Stem Length At Level | Set the leaf stem length for the selected level. |
| Vine Spread Width | Set the spread of supported vine layouts. |
| Vine Curtain Height | Set the height of a curtain layout. |
| Vine Root Count | Choose how many roots the supported vine layout uses. |
| Vine Curtain Strands / Vine Curtain Padding (m) | Set strand count and the spacing used by the curtain layout. |
| Draw Real Leaf / Real Leaf Type | Use leaf artwork and select its type rather than relying only on simple generated foliage. |
| Leaf Stem Offset / Leaf Stem Angle | Tune how leaves are attached to their stems. |
| Enable Fruit / Flowers | Add fruit or flower artwork to the generated structure. |
| Fruit / Flower Type | Choose the fruit or flower artwork. |
| Fruit / Flower Scale / Scale Randomness % | Set the size of the fruit or flower and its size variation. |
| Fruit / Flower Density % | Tune how densely the fruit or flowers appear. |
| Fruit / Flower Branch Levels | Choose the branch levels on which fruit or flowers can appear. |
| Fruit / Flower Rotation Offset / Orientation | Tune the orientation and additional rotation of the artwork. |