One word: "Dynamicism"
Now several paragraphs explaining it
How many grass objects on your map to get it nice and dense? 3000, 4000? Way to much to display...
too much to "display", now there's a word... how many are you actually "displaying"? 50, 100? Now that's not too many objects.
So have 50/100 objects, and re-use them based upon their range or whether they are onscreen.
How you go about doing this and organising your data is very much down to your world design, object design, and game structure. Personally I create about 50 'high poly' grasses, and 100 or so low poly ones - and organise my data by region, area, item in a 3 dimensional array so when I check range for a region I dont have to check each grass - just all in that region.
Pneumatic Dryll
