forge-grass-rendering
CommunityInstanced grass with wind and terrain LOD
AuthorNebulavenus
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Real-time vegetation rendering in SDL GPU projects is challenging due to performance constraints. This skill provides an efficient approach using instanced segmented grass blades, wind animation, and terrain LOD with geomorphing to deliver believable foliage without sacrificing frame rate.
Core Features & Use Cases
- Instanced segmented grass blades with per-instance attributes for wind, scale, and color.
- Density-based LOD rings for grass and tile-based terrain LOD with vertex shader geomorphing.
- Wind-aware animation in the vertex shader and integrated with terrain morphing for visual coherence.
- Use in games and simulations requiring large vegetation coverage, split-screen or multi-viewport rendering, and dynamic terrain.
- Practical workflow: set up heightmap, create multi-LOD tile meshes, generate blade meshes, and render with separate pipelines for terrain and grass.
Quick Start
Integrate the grass system into your SDL GPU project by configuring per-instance data, loading the heightmap, and enabling the terrain LOD and wind shaders.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: forge-grass-rendering Download link: https://github.com/Nebulavenus/forge-gpu/archive/main.zip#forge-grass-rendering Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
Agent Skills Search Helper
Install a tiny helper to your Agent, search and equip skill from 471,000+ vetted skills library on demand.