Thank you Duffer.
It actually doesn't use a DLL, which has it's advantages and disadvangtages. The VP engine code is in a source file (not the main project file), so you don't even have to see it. The advantages are:
-You can change stuff, like edit the plant object properties and stuff.
-You can alter the system (not recommended!).
-Not as clean as it could be.
If you want to change something, you can navigate to the init_system
label (contains the creation code for the vegetation and terrain). I know the code looks kind of long and repetitive if you look at it (I regret coding it that way when I made VP, because my coding habits were very bad then), but it runs great and you never even have to look at it if you don't want to as it's locked away in a sub source file accessed by the main project file. If you want to access your terrain object, it's stored in a constant named LANDSCAPE
Yes, you place, scale, and rotate plants using the easy to use tools, like the simple place tool, the drag tool, or the field tool (which lets you fill in a LARGE area). The editor, when you click export, will copy a sample project file, which works perfectly and can build your game on, to the exports folder. All the media is there in a media folder too, and it also copies the terrain files and map.txt, which contains the vegetation info. I hope to make it easier to change options in the future like where the map file is located in the directory so that users have even more functionality. Right now you can change variables at the top of the main project file to adjust wind speed, vegetation view distance, terrain scale (based on what you set it to in the VP edtior, which is important so it matches), and a boolean called SoftOn
which lets you turn soft vegetation off and on easily!
I'm open to any suggestions. This is only v1.04, still very powerful and useful, but it can only get better and better from here.