Blitzgrass3D released ..

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Might I also suggest:

1. Very hilly terrain creates overdraw, which slows things down.

2. The scene would look better and run faster with half as much grass.

3. I'd rather see lush green vegetation than dead looking vegetation.

4. Masking instead of alpha would not only speed things up quite a bit, but would make stuff appear sharper. Alpha requires the 3d card to look at what is behind the object. Of course, I'm not entirely sure that Blitz actually implements masking in such a way that it makes a difference.

5. Your alpha blending of objects as they receede into the distance could use work. There's a big tree there with leaves at the top that always look transparent. You should use a near/far clipping distance like Blitz supports for entityautofade. That way you can make the objects fade suddenly within a short distance, rather than fade slowly as they move away from the camera creating unrealistic levels of leaf transparency.