
Making Worlds Feel Alive: The Vegetation System
- Diener Brothers
- Development , Game design
- August 8, 2025
Table of Contents
When Static Worlds Feel Dead
Picture exploring a god-game world where grass never bends, crops grow in perfect identical rows, and nothing responds to your divine presence. It feels artificial - like commanding a painting instead of a living world.
In Grey, we wanted something different. What if grass parted naturally as your units walked through it? What if farms looked like real agricultural fields - organized but not robotic? What if the very act of placing a building caused vegetation to respond immediately?
The challenge was creating a system that could handle both wild, organic grasslands and structured farming while maintaining the performance needed for large civilizations.
The Dual Nature Problem
We needed vegetation that could be two completely different things:
Wild Grasslands: Organic, natural-looking coverage with clearings and variations that feel like real meadows
Agricultural Fields: Structured crop rows that look intentionally planted but avoid the sterile perfection that breaks immersion
Most games solve this by creating separate systems, but we wanted unified technology that could handle both seamlessly.
Building a Unified Foundation
We solved this with a three-layer architecture that separates concerns while sharing performance optimizations:
VegetationManager: The divine overseer - handles performance culling, building integration, and coordinates everything
VegetationZone: The rulebook - defines what grows where and how it should look
VegetationChunk: The workhorses - small sections that actually render thousands of vegetation instances
This structure lets us have wild grasslands and organized crops coexisting in the same world, using the same performance systems.
Making Grass Feel Natural
For organic grasslands, we use noise-based generation that mimics how grass actually grows:
// Base vegetation pattern
float vegetationNoise = _noise.GetNoise2D(worldPos.X, worldPos.Z);
// Organic clearings at half frequency
float holeNoise = _noise.GetNoise2D(worldPos.X * 0.5f, worldPos.Z * 0.5f);
// Combine for natural-looking distribution
float threshold = (1.0f - density) / CalculateHoleFactor(holeNoise);
return vegetationNoise >= threshold;
This creates grass coverage with natural clearings and variations - the kind of organic patterns you see in real meadows. No perfect grids, no artificial patterns, just vegetation that looks like it grew there naturally.
Crops That Look Intentionally Planted
Agricultural fields needed the opposite approach - structured but not sterile:
float spacing = zone.RowSpacing;
for (float x = fieldMin.X; x < fieldMax.X; x += spacing)
{
for (float z = fieldMin.Z; z < fieldMax.Z; z += spacing)
{
if (rng.Randf() > density) continue; // Preserve grid structure
// Small organic offset (10% of spacing)
Vector3 position = gridPos + RandomOffset(spacing * 0.1f);
PlantCrop(position);
}
}
The magic is in the details: we maintain the agricultural row structure even when reducing density by skipping entire plants rather than randomizing positions. Add tiny organic offsets, and you get fields that look deliberately planted but naturally imperfect.
Divine Responsiveness
Buildings need to feel like they’re actually placed in the world, not floating above it. When you place a structure, vegetation responds immediately:
- Building placed → Signal sent through our EventBus
- VegetationManager identifies affected chunks
- Vegetation cleared from building footprint
- Visual update happens next frame
No delays, no artificial waiting - your divine will is implemented instantly.
Making Thousands of Plants Perform
Raw performance was critical - we needed to support massive civilizations without frame drops:
Smart Chunking: We divide terrain into manageable sections (32 units for grass, 2-4 for crops). Each chunk handles 500-1000 vegetation instances and can be culled independently based on camera distance.
Level of Detail: When you’re viewing distant areas, full vegetation density isn’t necessary. Our LOD system drops to 25% density at distance while maintaining smooth transitions - no jarring pop-in effects.
GPU Acceleration: All rendering happens through Godot’s MultiMeshInstance3D system, letting the GPU handle thousands of instances with minimal CPU overhead.
The result? 60+ FPS even with sprawling civilizations covered in responsive vegetation.
Developer Quality of Life
One feature we built for ourselves: instant editor previews. Change a vegetation setting, and the preview updates immediately in the scene editor using identical generation logic as runtime.
public override void _ValidateProperty(Godot.Collections.Dictionary property)
{
if (Engine.IsEditorHint())
{
CallDeferred(nameof(CreateEditorPreview));
}
}
This eliminated the tedious test-compile-test cycle when designing environments.
What We Achieved
The final system delivers everything we wanted:
- Living grass that bends under divine touch and clears around buildings
- Agricultural fields that look intentionally farmed without sterile perfection
- 60+ FPS performance with thousands of vegetation instances
- Instant responsiveness to divine intervention
Building for Tomorrow
This foundation opens exciting possibilities we’re already exploring:
- Seasonal changes that affect vegetation appearance and growth
- Dynamic ecosystems where vegetation health reflects your civilization’s impact
- Growth simulation showing crops progressing from seed to harvest
The modular architecture means these additions won’t require rebuilding the core system - just extending what already works.
Creating living worlds isn’t just about visual effects - it’s about making every divine action feel consequential. When vegetation responds to your touch, buildings clear space naturally, and environments feel authentically alive, the god role becomes immersive rather than abstract.
Stay tuned for more development insights, and wishlist Grey on Steam to experience divine world-building for yourself.
The Diener Brothers
From organic grass to perfectly planted crop rows! Our new vegetation system is up and running. It's heavily optimized with MultiMesh instancing to handle thousands of plants in our god-sim RTS. #GodotEngine #MadeWithGodot #indiedev #CSharp pic.twitter.com/IE1yAvqNsq
— Diener Brothers (@dienerbrothers) August 8, 2025