While this is a low-cost solution, it isn't perfect, as overlapping transparent objects can cause overdraw, which can impact game performance.
However, this technique is still used for trees and bushes.
For a decade or so, this method has been more than enough. But now, processing power is growing exponentially, and games are starting to use 3D modeled grass.
We have a massive Unreal Engine course that teaches you how to make grass like this, so if you're interested feel free to check it out:
courses.stylizedstation.com
courses.stylizedstation.com
For large open worlds, manually painting these blades of grass into the game would take ages.
So developers are able to create procedural systems that do most of the heavy lifting for them.
So developers are able to create procedural systems that do most of the heavy lifting for them.
However, this can still be graphically intensive, especially in large open worlds.
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