I’ve spent a long time trying to make a unique grass system in roblox. I like the decoration feature they have for the terrain but it is bland and basic, as well as not customizable at all outside of the basic color.
This system will have many bugs I’m sure, and people will probably find some obvious ways of bettering optimization. I am not a professional, but I think it came out alright.
If you have any questions, find any bugs or have something to suggest I’ll try to pay attention to the comments.
Not trying to discourage you in anyway or form, this is kind-of useless if you were making a game.
Roblox themselves have their own grass system (which you can turn on in the properties).
Now I have a question, can the grass system like Roblox’s grass system cover all over the map and even if it does do that, is it also compatible with Roblox’s terrain system?
I asked that question because in the video you’ve provided wasn’t covering all over the map like Roblox’s grass system.
But it is fully compatible with any complexity of terrain formation.
It uses the material of the terrain to choose if it wants to be planted or not.
If it is set up to be Leafy Grass then the grass stem will delete itself if it doesn’t land on the Leafy Grass.
I tried VERY hard to get it to work with full map coverage but I couldn’t put in anymore time since I need to start working on other systems for the game this was made for.
I’d like to say Im quite impressed by your work and I apricciate you giving back to the comunity, something I figured out while messing arround with the foliage is that instead of covering the whole place with the grass you could posibly use flowers, wheet or things like that to cover some other small parts of the map for detail.
This is actually really great, I can imagine some modifications allowing for burning (fires burn the grass) and Weather sync (Custom weather systems that sync with things like waves and tagged particles)
This is certified epic, if I modify the code to work with my ’ ScreenVerticesService’, (which checks if points of a bounding box, are ‘visible’ on screen), it might (emphasis on might) be able to support full map coverage, what do you guys think
But I love this, you did an amazing job, + open sourced it
I hope to return to this later next year and work on a long thought out theory I have had for the last 6 months. If all works out, it will not only allow for further map coverage, but also more grass blades to be generated at less of a cost. It’ll all depend on how well I can manipulate mesh deformation, and on how well roblox’s engine can handle it.
I am currently busy working on a game that I hope to publish before April next year, so I’m not giving a guarantee that I can return next year!
I did something simular the thing that fixed it for me was making a queue of parts and updated cframes and using :BulkMoveTo rather than running CFrame.Angles = whatever the new angle is…
THis is because what was slowing things down was roblox making .Changed notifications each time i set a parts Cframe. :BulkMoveTo doesnt send these alerts… Thus saving loads of time.