Hello ladies and gentleman, today I'm going to talk about grass. Earlier today I was overcome by the strange urge to replay my favorite game of all time, Shadow of the Colossus. Whenever I play this game I get all kinds of ideas for our games, and today grass was what caught my eye.
Lately in Castle of Maidens I have been looking for a way to create grass in a way that is both realistic and stylish. I have been happy with the results so far, but my methods are extremely memory intensive. The way I do it now is, I create a triangle mesh and I map a basic grass texture to it. When I take this into the engine I place thousands of them around the player with a basic Level of Detail (LOD) system that Tapers them out at a certain range. Even with the LOD and tapering my framerate drops like mad. The effect looks great (see "The Field" post), but a better solution is necessary.
So, today while playing Shadow of the Colossus I realized something. When I was crawling my way up the back of a colossus I noticed the amazing fur. At this moment it occurred to me that the methods for creating fur would be a great way of making grass. After a couple hours of research I found what I was looking for. the fur in the game was done with a few layers, each with parts of the hair creating an interesting and efficient effect. A good example and explanation can be found
Here.

This week it is my goal to create some grass using a similar method and I will post my results here, so check back soon!
-Alex
Labels: art, design, game development, grass