The procedural trees in my wyrd forest playground are coming along nicely. It is time to do leaves. I see them elsewhere implemented as particle clouds with a persistent random seed or hash that keeps particles fixed. What is recommended to use for particle clouds in cge? I see there is a particle emitter component but that doesn’t seem like what I want? Does cge support particle cloud? Otherwise I can create a sphere with random leaf locations in it, but want it to be as fast and light as possible (so it can be a real forest).
If you want to construct static 3D meshes, then indeed you can just build them using X3D nodes like TIndexedFaceSet, TIndexedTriangleSet, TTriangleSet and such. For a simplest quad, use TQuadSet. The examples from Geometry3D component | Castle Game Engine and Writing code to modify scenes and transformations | Manual | Castle Game Engine (" 11. Building a mesh using code") may be helpful.
As for particle clouds: I don’t think you really want to involve particle systems for this case. In any case, we have external components in CGE now to do particles: Additional Components | Castle Game Engine , see “Particle Emitter” and " Effekseer Integration" mentioned there.
It could be possible create leaves geometry using geometry shaders ( Programmable shaders component | Castle Game Engine ).
But for start, I’d say that 1st solution, simplest, is best. Just build meshes of leaves from X3D nodes like TIndexedFaceSet, TIndexedTriangleSet, TTriangleSet, TQuadSet.