Hi!
Great job on the terrain system!
Since terrain is already implemented, I would like to request adding a GPU-driven Foliage System for rendering grass and trees efficiently over terrain.
Ideally, this system would use:
Compute Shader Pipeline: To divide the foliage into spatial chunks, handle distance culling, and perform camera frustum culling directly on the GPU.
Indirect Drawing (DrawInstancedIndirect): Feed the visible instance counts directly from the Compute Shader buffer into the indirect draw call, eliminating CPU overhead entirely.
Having this modern vegetation pipeline would allow rendering massive, dense environments with smooth performance.
Thanks for your time and hard work!
Hi!
Great job on the terrain system!
Since terrain is already implemented, I would like to request adding a GPU-driven Foliage System for rendering grass and trees efficiently over terrain.
Ideally, this system would use:
Compute Shader Pipeline: To divide the foliage into spatial chunks, handle distance culling, and perform camera frustum culling directly on the GPU.
Indirect Drawing (DrawInstancedIndirect): Feed the visible instance counts directly from the Compute Shader buffer into the indirect draw call, eliminating CPU overhead entirely.
Having this modern vegetation pipeline would allow rendering massive, dense environments with smooth performance.
Thanks for your time and hard work!