Phony…

Generate grass on cpu, adapt to local terrain
Generate grass on gpu, no adaption necessary
Geometry shader: particle system to simulate gravity, generate leave mesh on terrain surface.

First: finish scenegraph manager, implement basic terrain tile class (flat, no heightmap)
Add shader support for dx9 renderer
Start dx10 engine, test geometry shader, texture arrays, …

implementation time

a first output of the new engine architecture

Currently, the engine only renders one type of mesh with one texture, but if they remain static (nested or not – doesn’t matter), the architecture is able to draw about 3k of these objects on an old x800 with approximately 20fps (debug):

3ktigers

Since I can’t (yet) animate that amount of objects simultaneously, I have to invest some more time into optimizing the internal vector and matrix classes. If the number of objects get reduced to about 1k, the engine can handle updating all their matrices and still run at a decent framerate (~15-20fps, release)