Blitzgrass3D released ..

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The new version (coming up) supports an occulison type system. It breaks the game space up into cells and builds the surfaces from that locale... Easily put on timer checks so checking only the cell to the cam is very fast.

This will make HUGE maps containing millions of grass entites possible. It also breaks the distance up for other things like animtation..

I've only got the new style patch-worked in atm but hope to make it an offical release today or tommorow at which time i'll post a new demo featuring a gigantic terrain.

Grats on the new computer Rob.. :)