The past few weeks I have been thinking of creating some sort of NFT game as a web application. I have some ideas in my mind but I have been stuck on one specific idea due to a performance issue.
I am not going into the details of the game but the application should somehow be able to render an enormous amount of images. NFT ‘spacing’ (in different sizes) can be claimed by the user. This claimed space should display the user’s most valuable NFT. I assume that this will soon no longer be as efficient due to the large number of images.
I was thinking of using Three.js to accomplish this. I have looked in to concepts like Point clouds, InstancedMesh, LOD and Frustum Culling a little bit. But from what I understand, even with things like this, it can still be very difficult (or maybe even impossible) to deal with huge amounts. I am talking about hundreds of thousands, in an unlikely and extreme case, let’s even think of a million images.
Now let’s suppose I would only need to display a huge amount of images on some sort of landing page on which I can then navigate further. Instead of using Three.js I started thinking about compressing images myself using an automated back-end maybe and then just displaying them in the front-end, use lazy loading etc, but again, doesn’t seem like a really performant way of doing this to me?
I was just wondering if anyone would have other ideas on how one could create something like this? How limited are the average hardware capabilities? Could it be possible using Three.js, maybe I just don’t have enough knowledge about it yet?