Performant foliage physics using skinned meshes

I have been working on a game for my group, and I wanted to showcase an interesting feature that I have created. Inspired by how The Wild West do their foliage, I wanted to create something similar while also creating something unique.

The effect is achieved by utilising Vertex Deformation (skinned meshes) and PBR.

Some cool information about the foliage:

  • Foliage is only updated within the camera’s viewing frustum and a set distance

  • Foliage has a global wind power which it adheres to

  • By doing foliage like this, we can improve immersion with negligible affect on performance.

Something I haven’t tried yet, and I want to try, is using the technology on trees.

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now do it for grass and lets see a computer turn into an explosive :sunglasses:

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