Hey guys, here’s a demo I put together a while back:
on my hardware it’s clocking about 3ms per frame render, which is roughly 330 fps
As the name implies, the demo generates 10,000,000 cubes (slowly) and populates the scene. The note-worthy part is that you can view all of that at interactive frame-rate through the magic of culling. How do you cull 10,000,000 objects at an interactive frame-rate? Using a spatial index
Anyway, it’s just a tech demo. The application of this tech is in my game engine for instanced meshes.
This is an oldie, here’s a topic on github with some further discussion around it: