A WIP toolset for generating vegetation on the GPU.
I am using the L-system algorithm for the tree-like shape. The compute shader can handle over 100 variants of the same species each with well over 4k bones at 120fps. However, performance currently exponentially drops with the introduction of new species.
The idea is that we will calculate basic physics later.
The compute shader is extremely versatile as each bone can defined and their meshes can be of various resolutions.