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NJ5 said:
Staude said:
Spedfrom said:
Every blade of grass is independently processed. Have you played flower? There are thousands upon thousands blades of grass that sway to the winds' tune, the players' tune and also change colour.
I have no expertise in computing, but it does seem a very taxing task.

And is there a problem with a developer praising something that allowed them to create a game they love?

 

200 thousind pieces of grass rendered at any given time-..

 

 

I've tried something like this on my pc. It took me 30-40 minutes to render 1 frame. .. After 5 frames my pc crashed.

And those were none moving pieces of grass.

Are you kidding me? 200,000 in 35 minutes means you were only rendering less than 100 per second. What kind of system were you using to render that? A 3D engine made for a semester university course perhaps?

 

No. I left out something. My bad. I was rendering it via 3ds max in a scene... I know theres a rather big difference there compaired... Still makes you wonder though.

Well it made me wonder.. how the hell i'm gonna get to render that properly. For now i've removed all of the grass .. but unfortunately the ground texture now looks stretched which is something i could fix with a unwrap, however that would ruin the alpha blending... gah.



Check out my game about moles ^