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I've kept exploring GPU-driven rendering and I've implemented a proof of concept for a GPU-based runtime object scattering system. I use it for grass but it can be used for all small objects that don't require physics interaction. 1/3

I've been working for a quite a while now on the GPU-driven renderer for Tides of Revival and it's really nice to finally see results like these 💚It wouldn't have been possible without the help of @srekel.net

There's much more that I need to do before I can ship this system, so it'll have to wait for a future release of Tides sometimes in 2026. By that time I hope to also test out Work Graphs and see if I can use them to replace the complicated bits of my Compute and Execute Indirect setup. 3/3

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