[HN Gopher] Grass Rendering Series
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Grass Rendering Series
Author : ibobev
Score : 109 points
Date : 2025-05-26 12:29 UTC (3 days ago)
(HTM) web link (hexaquo.at)
(TXT) w3m dump (hexaquo.at)
| rmosolgo wrote:
| I haven't run through the grass in a video game since Ocarina of
| Time, so those modern screenshots really impressed me.
|
| Have there been any games that tried to include species diversity
| in their grass? Around here anyways, there are 6 or 8 major
| pasture species, often in different growth stages at any given
| time of year.
| grg0 wrote:
| I think you might catch a butterfly or two in some games, but
| it's rare. I agree these nature environments often feel totally
| dead in games. Same with nature sounds. Devs usually get a
| bigger boner simulating wind and contact physics on each
| individual blade of grass (like this blog post does in part 3,
| of course).
| setr wrote:
| Developers interested in speciation have a tendency to fall
| prey to genetic algorithms and simulations, and eventually
| lost to those ratholes
| zimpenfish wrote:
| > Have there been any games that tried to include species
| diversity in their grass?
|
| Minecraft, if you squint?[0] Obviously that's not any kind of
| graphical fidelity to real grass though.
|
| [0] There's a couple of variants of grass which is then tinted
| to reflect the biome you're in. Some of the terrain mods add a
| bunch of new grasses ("betternether" springs to mind)
| dcrazy wrote:
| Remedy released this fantastic talk about Alan Wake 2's foliage
| system outside the paywall during last year's GDC:
| https://gdcvault.com/play/1034310/Large-Scale-GPU-Based-Skin...
|
| Unfortunately it doesn't seem like it can be downloaded anymore,
| at least without an account.
| kibibu wrote:
| Acerola on YouTube also has a pretty nice (if hectic) series
| about grass rendering:
|
| - https://youtu.be/Y0Ko0kvwfgA?si=RGihxnz8i1RoC1jf
|
| - https://youtu.be/jw00MbIJcrk?si=czh3dfdneMEVuJXI
|
| - https://youtu.be/PNvlqsXdQic?si=Oa_v8ypWvxm3PLhp
| jmiskovic wrote:
| I would rather recommend this video [1] from SimonDev. It is
| much more enjoyable to watch. But all of these explain the
| exact same approach of rendering instanced geometry, with wind
| dynamics made in vertex shader.
|
| I used this as reference to implement an infinite grass world
| in ~300 LoC of Lua and GLSL.
|
| [1] https://www.youtube.com/watch?v=bp7REZBV4P4 [2]
| https://github.com/jmiskovic/grassland/blob/main/grass.lua
| Aeolun wrote:
| That was pretty interesting, and was actually something I could
| follow along with, even if I'd never want to write a shader
| myself.
| fractallyte wrote:
| Only some spires of bright green grass
|
| Transparently in sunshine quivering.
|
| -- Emily Bronte, August 1837
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