In my previous post, Simulating Ghost of Tsushima’s Iconic White Flower Field in Unity, I wrote:
“I hope it can eventually run just as smoothly on mobile devices.”
That goal was achieved sooner than expected.
And that white flower field is no longer alone.
Today, the same architecture can support twenty types of vegetation — all processed on the GPU — handling wind simulation, interaction, painting, and culling simultaneously.
This article is not merely a showcase of results, but a record of the journey — from a simple flower field experiment to a complete vegetation system.
A journey to find what I call “poetic dynamics” on the GPU.