I have a VERY large area (about 2-4 sq. km) of a landscape that I need to have covered in 3D grass, like how modern 3D games do it:
There have been a couple of problems I've been running into though whilst making said grass. In one method I tried using particle systems by switching to the Blender Internal renderer and then creating a particle system and converting them to objects so they can be used with the BGE, but this put an excessive strain on my computer with the 3D Viewport while editing being 1-3 frames per second and the game itself playing even slower, later crashing after about 30 seconds of being tortured with 5 million+ object instances and several tens of millions of polygons to render in real-time.
I made that particle system using 1 grass model that has 24 triangles and 2 LoD models for that first model that had 12 and 4 triangles respectively. Making a particle system using even the lowest LoD would require at least 6 million instances of the object with a hefty 24 million triangles to render.
So I need a way to have consistent result of grass in the manner I have described that gives results like the particle system in terms of consistency and visual results whilst being the least hardware-intensive possible.
Thanks to anyone who contributes.