I guess begin able to run above 30 fps in a 16 gb ram computer is probably something to achieve.
btw when i said use a 3d model for the grass, i meant actually model the grass in blender. Dont spread it in gdevelop, use the scatter modifier in blender
I model one small patch in blender, and use the scatter extension to scatter the grass at the start of the scene in Gdevelop. because if i did the whole thing in blender the file size would be huge, would it not? and culling would be impossible.
- Youre passing the math and calculations required to scatter the grass to gdevelop instead of blender
- Are you using models for grass? youre not usually supposed to do that, use either 2 vertices or planes.
- Not if your geometry is simple. Models are usually small if made well too.
Heres what i suggest.. Create one model with just a bunch of scattered, low quality grass. Think long rectangles of grass texture on a plane. And have a bunch of realistic grass, probably using an actual mesh. Split that model into multiple chunks that load as you move. Disable the swaying behavior and hide them based on distance. Besides chunking and manual spreading in blender, this is how the legend of zelda breath of the wild does it.
each grass model is about 2kb. The extension allows for chunks and culling as you move, so it only surrounds you with high quality grass, followed by lower quality further away, and far enough, grass disappears altogether.
well unless we figure out what theyve done wrong with this extension, who knows
