And yes, I will add some crashing noise when I detect heavy metal collisions.
Each “plant” is placed on the terrain using the mesh/ray collision code of physics engine, each size and direction randomized and batched into a grid. I use a 7x7 grid here, and fade batches depending on distance. Each batch is generated using a pseudo-random seed that is created from the grid position.
Now it’s time for sleep and proper vocation. No more all-nighters for a few weeks - yum!