[ already posted this in a separate thread since this has been discussed a little hidden in an other thread and may be of interest for other peeps too.]
Here's a little project attached which helps understand how CGA can be used to distribute assets - in this example trees - on a surface.
There are 4 ways described how to to this. Check out screenshot and CE project attached:
way 1 :
using the scatter() operation : asset instances may overlap.
way 2 :
using 2 repetitive splits, one in x, one in z direction of the scope.
way 3 :
using 2 repetitive splits, one in x, one in z direction of the scope. difference to way 2 is that the noAdjust parameter is set in the first split, which creates a regular split pattern, since the scope is not adjusted on each 'stripe' as in way 2.
way 4 :
splitting recursively ( 'and again .. and again ..' ), always orthogonal to the longest edge, until the remaining length is smaller than a specified attribute value.