Working on a grass mesh for people to use in their games. I don’t know if I will release this one or keep working on different styles but I thought I would share the concept anyway.
UPDATE: Tried a stylized approach. It is more performance heavy (ironically) and I would personally only use it in small areas, or if you could create a script to cull the grass when a player/camera is a specific distance from the grass.
UPDATE 2: Reduced amount of grass per mesh and made it more random. I feel it looks a lot better and runs a lot better too. I increased the total meshes for the playable game by quite a bit too. Still needs a lot of work but I might be able to upload a grass kit for people to use soon.
It is possible. Since the engine backface culls meshes by default (I don’t know if there is a way I can disable that) I have to use 2x the faces just to render the grass blade on both sides. It ran pretty smooth for me but with this many objects in the hierarchy for the studio it was… uncooperative. If I was to make a map I think I would just make it in blender and then export the grass as all one mesh, or big sections of meshes. Still experimenting though!
wow, this looks phenomenal! funnily enough, with the realistic grass and clouds, it seems like the only out-of-place thing in that screenshot is the blocky character
On my 6+ year old PC with integrated graphics, it hits mid 20s fps when playing normally. When I zoom out to show the entire baseplate, I get 18 FPS. And that’s with other things running in the background like 2 windows of Chrome with 10+ tabs, file explorer, a code editor, etc.
Added two new grass types. Circle and Mound. Trying to get a few different shapes so if I do end up releasing this players will be able to mix and blend grass easier.