I have an open world project that stretches quite far, but there is something ive felt that would make it feel more full, I realized one thing to solve this is to generate grass/foilage.
I want to make a system that places grass meshes around the player while they walk around the world, maybe add some ferns or smaller plants in certain defined locations. the gass would appear and disappear around the player while they walk around but while this is good and all I need to know perhaps from other people’s experience how this effects performance.
how dense can the grass be before causing problems?
how far can I safely spawn grass from the player? I am hoping to aim for at least 500 studs out.
how many triangles is optimal for grass?
I know what your thinking, why don’t I just use the grass roblox added to terrain? well that’s just it, it only applies to roblox terrain. my terrain is comprised of meshes and sadly I don’t know of any way to generate that kind of grass on other objects without some kind of spoof like generating roblox terrain under every object, its also just grass and does not give the option to change what kind of plant in general that it is.
but idk what do you think? is this something I should even do?
I believe there’s the part to terrain plugin, not sure if it works with meshes though so you might have to test that out.
Otherwise, there are a great many videos on this online as this was also a question I’ve asked myself. They bring up very interesting points and techniques.
(the holy acerola, praise be )
This is all dependent on the individual player as long as everything is calculated and rendered on the client, but generally assume the lowest specs. Or add grass rendering options for considering wider ranges of devices.
I totally understand what you want, but unfortunately I don’t think that’d be possible unless we’re talking one player in-game, or maybe if it were handled on the client side then MAYBE, but that would assume the Grass Mesh being used isn’t performance heavy at all.
Any reason why you want to generate grass 500 studs out? I can imagine this system working with 10-15 random grass bunches that appear in the direction the player is running, and them disappearing when the player has reached a certain distance away from them.
my world is randomly generated with dynamically placed structures so the grass would have to conform to terrain and other buildings as well as place the correct grass type in the correct biome.