So the current issue we have ( now that we have working sexy alpha based grass ) is that we dont want a simple grass block with a silly X on it.
Instead we want something with a bit of a dynamic feel to it.
We had a previous grass thread with many great suggestions ( click here to read it ), but the issue is that our land is 100% dynamic and block/voxel based. This means that normally a single grass object can rely upon one block at a time. The problem with this is that when you do this setup you get the minecraft shot we had above.
However, we could stack a bunch of model blocks into one block:
But unless you allow for some overhang you are going to still get the problem we had with minecraft which is some nasty looking topdown or 45 degree looks. So you say "Why dont you just allow for overhang?"
If we allow for overhang, what would we do if somebody destroyed block 1? Simple answer is to destroy all of the grass blocks that take up space in block 1, but this only works if the art assets support such a theory. If we make a grass plane that is long and that spreads to the edges ( but is spawned on the edge ) we would have a grass plane that looked like it was hanging off with odd grass out in the middle of nowhere.
Note: While posting this i figured out that i could fix this by limiting the width of the base and spawning multiple instances from the origin of the model/plane and fanning it out from there. I would like to not have to be limited by that though.... so ill keep posting.
So the next question would be, how can we code something that has to be reliant upon dynamic terrain changes that will allow for a more dynamic feel? Is there a way to allow for overhanging grass that will be removed when block 1 is removed?
Edited by riuthamus, 24 February 2013 - 02:23 AM.