3 ms·
I don't know as I'm not a game developer, but my guess is that individual Meshes may correspond to things that need to be created and destructed on a regular ba
by quicknir 11y ago
I don't know as I'm not a game developer, but my guess is that individual Meshes may correspond to things that need to be created and destructed on a regular basis during runtime. If that's the case, then depending on the details it may be preferable to have an array of Meshes, and not try to pool all the Meshes together.
I think it's risky to say that it's misguided without the full context of the problem.