bevy_feronia
Foliage/grass scattering tools and wind simulation shaders/materials that prioritize visual fidelity/artistic freedom, a declarative api and modularity.
[!CAUTION] This package is in very early development and in an experimentation stage.
Getting started
cargo add bevy_feronia
There are a couple of use cases, you should be able to find most of them here:
Credits/Inspirations/References
- Graswald for their amazing assets.
- Other Assets
- Sucker Punch Productions for their Procedural Grass and Wind simulation in 'Ghost of Tsushima' and GDC Talks.
- bevy_procedural_grass by jadedbay
- warbler_grass by EmiOnGit
- GDC 2011 "Approximating Translucency"
- Blinn–Phong reflection model
Roadmap
There are a bunch of issues already open, but some of the larger milestones left would be:
- Allow physics-based and other entities to impact the displacement/wind.
- Make use of compute shaders (Allow scattering on CPU and GPU, improve culling).