customGrass
Tracked since by LongPoopci
Concurrent players
Metrics over time
About & history
using octrees, bulkmoveto, instance pooling, and grass cards w/ surfaceappearances for a performant and customizable grass system to do: [X] LOD system which changes the grass mesh based on proximity to player, allowing for lower instance count and therefore optimized performance as well as fixed visual issues [ ] put a limit on how many cards can fade in/out at a time to prevent lag when moving at high speeds [ ] instance + vert counter [X] apply grass color noise to terrain parts as well, resulting in smoother card-to-terrain transitions at a distance. [X] add some form of grass interaction [ ] add no-grass zones + high detail zones [ ] additional foliage such as flowers

