Note: This is two of several libraries that have been sitting on my hard drive for about a year not being used (since I have moved on to my own C++ game engine [using Ogre]). I have decided to release a few of these libraries since can be very useful to many of you, I'm sure.
Download BlitzForest & BlitzGrass Here


BlitzForest Library:
BlitzForest enables you to place thousands, and literally tens of thousands of trees in your game with little performance penalty. Using 30 thousand, or even 50 thousand trees would not be too much for BlitzForest to handle. Even old video cards will be able to render up to 50,000 trees at relatively smooth frame rates. BlitzForest's only limitation is the required use of prop-style trees.
BlitzForest uses a complex optimization method, taking full advantage of minimal-surface renders, LOD optimization, batch loading and reprocessing, and occlusion.
What makes BlitzForrest so useful is not only it's features, but the fact that all these complex operations are done automatically! All you have to worry about is using the very simple commands of BlitzForrest, such as BF_PositionTree() and BF_LoadTree().
Even though initialization of BlitzForrest and LOD settings is easy, this is probably as hard as it gets when using BlitzForrest. Simply let BlitzForrest know what detail you want your trees displayed at, and at what relative scale your world is, and you're ready to go!
Features:
• Easy-to-use functions, which automatically take care of all optimizations transparently
• Automatically optimized loading procedures, offering unmatched loading speed with thousands of trees
• Automatic single and minimal-surface render optimizations for realtime display of thousands of trees
• Automatic level-of-detail (LOD) optimizations for amazing performance
• Optimal mesh regeneration and optimization system with possible realtime tree manipulation
BlitzGrass Library:
BlitzGrass provides you with an easy way to add infinite amounts of dense, realistic, and extremely fast grass to your Blitz3D world. BlitzGrass generates grass and adds it to your terrain automatically, additionally batching grass meshes for maximum performance. Since BlitzGrass uses a built-in paging system, there's no need to pre-load grass - everything is loaded as you move around in you're world. This means that you're world could be 1000 or 1000000 units long - it makes no difference to BlitzGrass.
Download BlitzForest & BlitzGrass Here


BlitzForest Library:
BlitzForest enables you to place thousands, and literally tens of thousands of trees in your game with little performance penalty. Using 30 thousand, or even 50 thousand trees would not be too much for BlitzForest to handle. Even old video cards will be able to render up to 50,000 trees at relatively smooth frame rates. BlitzForest's only limitation is the required use of prop-style trees.
BlitzForest uses a complex optimization method, taking full advantage of minimal-surface renders, LOD optimization, batch loading and reprocessing, and occlusion.
What makes BlitzForrest so useful is not only it's features, but the fact that all these complex operations are done automatically! All you have to worry about is using the very simple commands of BlitzForrest, such as BF_PositionTree() and BF_LoadTree().
Even though initialization of BlitzForrest and LOD settings is easy, this is probably as hard as it gets when using BlitzForrest. Simply let BlitzForrest know what detail you want your trees displayed at, and at what relative scale your world is, and you're ready to go!
Features:
• Easy-to-use functions, which automatically take care of all optimizations transparently
• Automatically optimized loading procedures, offering unmatched loading speed with thousands of trees
• Automatic single and minimal-surface render optimizations for realtime display of thousands of trees
• Automatic level-of-detail (LOD) optimizations for amazing performance
• Optimal mesh regeneration and optimization system with possible realtime tree manipulation
BlitzGrass Library:
BlitzGrass provides you with an easy way to add infinite amounts of dense, realistic, and extremely fast grass to your Blitz3D world. BlitzGrass generates grass and adds it to your terrain automatically, additionally batching grass meshes for maximum performance. Since BlitzGrass uses a built-in paging system, there's no need to pre-load grass - everything is loaded as you move around in you're world. This means that you're world could be 1000 or 1000000 units long - it makes no difference to BlitzGrass.

