yes, there are about 15000 grass models in this level, and fast enough with the custom shadowmapping based on the old shade-c one, but much slower with pssm (depending on number of views used). it's main drawback is slow creation, because currently cannot be handled by a wmb file (but maybe creating several wmb files can make it faster). I asked Jcl to solve it (max entity count is currently about 3000 in a wmb).

grass merging is not a plan, I thought of dynamically created grass made of dx triangles whose advantage is better terrain surface alignment, but yes, the nexus size can be a problem what maybe can be avoided by dynamc memory allocation which unfortunately makes things slower again, so I don't know...


Free world editor for 3D Gamestudio: MapBuilder Editor