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Milk_Instancer01
Unity indirect GPU instancing & painting with occlusion culling, frustum culling, and LODs
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InfluxDB
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Thanks a lot for comment. As for the questions you asked, these are quite big issues, I would not like to elaborate on all of this here because I plan to sum it up when I finish, but in short: - I have start culling implementation with this : https://github.com/Milk-Drinker01/Milk_Instancer01 - Density,Height maps are painted separately ( post some gif with it on twitter), - Map is split into cells ( currently 8x8 m) and each cell have arround 8k blades ( quite similar approach to `Procedural Grass in 'Ghost of Tsushima'` GDC talk. - I've already tested the rendering of 2 million blades and so far I don't see the quantity limit. Just remember that 2 million blades times 50 is about 100 million vertices to render. (I haven't implemented lods yet)