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I had a similar realization about OpenGL a bunch of years ago: I don't need to draw a world of hierachical 3D objects, I just need to draw a list of sorted tria
by parasti 3y ago
I had a similar realization about OpenGL a bunch of years ago: I don't need to draw a world of hierachical 3D objects, I just need to draw a list of sorted triangles. That flipped a switch in my head and made a bunch of optimizations very easy.
- whstl 3y agoTrue, simplicity goes a long way in post-2000 3d games. Even in games where there's complex entity hierarchies, it often has to be collapsed into a flat structure when added to render queue (for things like transparency sorting). "Flat lists of things" is also pretty much also the foundation of ECS/DOD.