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