Tag Archives: grass rendering

LOD

More LOD than you can shake a STICK at
Procedurally generated terrain

I think I’ve come up with a new definition for “optimisation” in the context of writing a 3D engine, where it means “to painstakingly claw back some of your frame budget, and then immediately blow it on a new engine feature”. Hence the above looks pretty but currently runs at 10 frames per second on a SNB Core i5 MacBook Air.

New features include LOD-heavy instanced grass rendering, deferred lighting, cloud shadows and BLOOOOOOOOOOOM. Once I’ve “optimised” those features as well, I’ll do some write-ups – the instanced rendering method using matrix buffers which I picked up here is particularly cool.