Well, I am indeed at that “later” stage in the game. Up until now, I am rather unconcerned regarding performance. For instance, the scene below features 2k characters and it runs smoothly at 60fps. On my laptop I can bump it up to 10k until I start seeing some decay in performance. And I will never feature more than 20-30 characters per screen at any time.
However, I need to procedurally generate city scenery. I’ll have to generate buildings with varying definition parameters that will themselves generate walls, windows, doors and other self decorations. And, offcourse, that means overdraw. A LOT of it. Here is a very simple example.
This is a simple wall rendering (composition 1), but you can easy see I do an overdraw of over 60% of the original. So, the decision could be to make tiles 2, 3, 6, 7, 8 and 9 opaque AND include complementary brick pixels, however, that would not be flexible enough to generate, say, composition 2, at the right of the figure above.
Indeed, I am not really concerned with performance so far, I do have a good feeling about it, but once you start to implement procedural graphics composition, things can quickly get out of hand once you instantiate a building that triggers a lot of its own draws for all its component elements.
Thanks for the input! I’ll look for that video.