Devlog

Technical write-ups on building Three.js Grassworks — from the first procedural blade to a terrain-aware, WebGPU grass system.

  1. A dense procedural grass field rendered in Three.js
    Part 1Three.js Grass: From a Single Blade to a Million-Blade Field5 MIN READ
  2. Procedural grass field rendered with Three.js WebGPU
    Part 2Three.js Grass: From WebGL to WebGPU5 MIN READ
  3. A large procedural grass field rendered in Three.js
    Part 3Three.js Grass: Making Grass Scale5 MIN READ
  4. A procedural grass field rendered with multiple levels of detail
    Part 4Three.js Grass: Making LOD Work5 MIN READ
  5. Procedural grass following the contours of uneven terrain in Three.js
    Part 5Three.js Grass on Terrain: How I Used a Height Map5 MIN READ
  6. Dense billboard grass field rendered with Three.js Grassworks
    Part 6Three.js Billboard Grass: Alpha Testing & Texture Atlases5 MIN READ
  7. Procedural grass field with controlled grass coverage and varying grass height in Three.js Grassworks
    Part 7Three.js Grass Maps: Control Grass Coverage and Height5 MIN READ