Open
Description
The current implementation is really just for testing and getting something on the screen.
An optimised system should properly sort, group and batch rendering calls whenever possible.
- Implement static renderable as separate components.
- Organise renderables in Quadtree or octree to implement basic culling.
- Extract the renderables into render call like data structures
- Sort the "renderList" entities by shader, buffer, material Z etc..
- Batch static renderables together per sector.
- Test if PHP bottlenecks when frustum culling dynamic entities.