Trees are now officially underway. They should all look different and will be built up randomly from a "tree" motif that tells the game to give each individual tree a branch system going up and a root system going down (even trees of the same species will be able to have different numbers of branches, etc.). Depending on some parameters, the branches will branch more or less often, twist, and so on. In general, twigs will be adjunct body parts on the branches, and leaves will be growths (like hair) on the twigs. In this way, a given branch can have, say, 80 twigs with 1-4 leaves each without the game having to keep track of them all separately. At the same time, you'll eventually be able to pluck off one twig at a time, and the tree will run out when you hit 80. Then you can make a miniature log cabin for your little friends, and set it on fire or something.
Anyway, adding the sort of individually varying body structure I need will be kind of a pain, but I'm working on it. I did models in a week or so... this shouldn't take longer. Of course, that was on Spring break, and I was smoking crack... I'm doing math this quarter. Incidentally, the compactly supported flat 0-chains in an arbitrary metric space are isomorphic to the compactly supported G-valued Borel measures of finite variation, but I don't know much about n-chains yet, although I think I can prove that they have a flat norm on them.