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v0.5.55-v0.5.67January 3, 2026

Grass System Prototyping

environmentprototypingexperimental

Grass Prototyping

Experimental grass implementations exploring different approaches:

  • MultiMesh grass: Initial attempt using MultiMeshInstance3D
  • 4-zone LOD system: Distance-based density zones (later replaced with smooth blend)
  • Continuous LOD blend: Smooth density falloff instead of discrete zones
  • Emergence animations: Grass growing up from ground (removed for simplicity)
  • 500m range: Extended grass coverage with sharp density falloff

Iteration Notes

These experiments informed the final GPU particle system:

  • MultiMesh had update performance issues → switched to GPU particles
  • Discrete LOD zones looked jarring → smooth blend better
  • Emergence animations added complexity without visual payoff → removed