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You might want to look into fur shading technique. This is what I would use for this type of grass, since the shorter the grass is the better the performance (less layers). Basically it works by layering the same surface multiple times in small increments: You can also change the horizontal offset to make the grass look bent.


Given credit to Alan Wolfe for what he said on "INFINITELY tile". A 2d perlin noise (or a 2d simple noise) will have no seam problem as far as you stay away from noise borders (defined by floatin point dimenision) Referencing the image: and said that you have chunks with 128X128 vertex, in chunk i,j you compute each vertex as : for x : 0 .. 128-1 for y ...


It is most likely a shader that uses Parallax Occlusion Mapping, which uses normal map to "fake" depth and shadows in a texture. See HERE for examples. Edit: As @Leggy pointed out, it is perhaps more likely that it is displacement mapping since the foot seems to be going between the grass. Anyway, it is some sort of height mapping shader :)


The bulk of Minecraft's chunk rendering goes through a vertex array. The world is split into 16x16x16-block render-chunks (which currently happen to be the same as storage-chunks, but it wasn't always that way). Each render-chunk is converted to a vertex array, and rendered. It uses OpenGL display lists (one per render-chunk) as an older alternative to ...


Modern iterations Minecraft can use both VBOs or immediate mode (glBegin and friends). The reason why it can get away with that is because of other rendering optimizations. Try refraining from rendering any blocks that are not adjacent to air (less bandwidth), building and optimizing meshes from chunk data (less vertices to draw), or cutting down on the ...

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