procedural generation – How to manage huge number of vegetation positions across the world

How to manage positions of huge number of vegetation (grass in particular) in games?
Do the positions have to be memorized or do they have to be generated on the fly? If so, can the grass always have the same positions?

I see that noise can be used to generate positions but I’m not sure how to manage them afterwards.

Also, if you have resources on this subject, I would be glad to know them.

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