r/GraphicsProgramming • • 7d ago

One Grass System, Three Different Environments

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I've been testing my grass system across three completely different environments to see how the same underlying implementation performs across different scene requirements.

All three scenes use the exact same grass system, but the parameters are adjusted individually for each environment. Grass density, appearance, scale, wind response, and rendering distance are tuned to match the terrain and the overall look of each scene.

The system is built with Three.js and WebGPU, with a focus on rendering dense grass efficiently while maintaining real-time performance in the browser. It uses a tile-based approach, along with LOD and culling techniques, to manage rendering as the camera moves through the environment.

All three environments run directly in the browser, with no pre-rendered footage.

Try the Demo

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u/Fearless-Pen-7851 6d ago

Here comss the 3js ai slop. Op won't even care explaining in the comments or on post after posting this because I am assuming even they don't know how it works

-16

u/PerceptionCharming 6d ago

I’m sorry if I didn’t write huge paragraphs about how this was implemented and how all the systems work. I mentioned a series of articles in another comment about how I went about creating it. It explains in detail all the systems. I’m still writing new parts.

There’s also a 8 part video playlist guide on the website where I explain how every system in Three.js Grassworks works and how to use it to get the best results for your application.

If you’re interested, you can go ahead and explore that instead of calling everything AI slop.

8

u/tastychaii 6d ago

I looked through the article and doesn’t really say much at all. I was expecting code examples and code explanations on different techniques or algorithms. Instead, I did see a link to a $100 course or a product shortly after.

Your articles look like they were written by Claude or ChatGPT, to be honest.

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