Basically it sync whatever entity component you want with GPU data to perform instanced rendering. As a result all entities with same Material can be rendered with single drawcall.
This project is based on ideas found in Maxim (mcseem) Shemanarev's Anti-Grain Geometry library, but oriented towards maximizing performance and stability. This engine sits on top of vector rasterizer ...
Explore how game engine performance shapes graphics, with an objective Unreal Engine vs Unity game engine comparison to help ...
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