Devlog
Technical write-ups on building Three.js Grassworks — from the first procedural blade to a terrain-aware, WebGPU grass system.
Part 1Three.js Grass: From a Single Blade to a Million-Blade Field
Part 2Three.js Grass: From WebGL to WebGPU
Part 3Three.js Grass: Making Grass Scale
Part 4Three.js Grass: Making LOD Work
Part 5Three.js Grass on Terrain: How I Used a Height Map
Part 6Three.js Billboard Grass: Alpha Testing & Texture Atlases
Part 7Three.js Grass Maps: Control Grass Coverage and Height
