Working on an unnamed yet #3d game with #love2d
@0x72 A little technical question, do you render everything in a single call or do you render it all separately call-by-call?
I was working on a 3D game made with Löve and batching was pretty complex to do, maybe because I didnt invest enough time and effort onto it

@darl Hi there.

It's not the löve-provided batching but effect is similar.

Everything uses just one texture - that makes it much easier.

At the beginning of a scene I combine all static objects into single Mesh (no chunking for now, but should be easy to add later).

Rest of the objects are rendered one by one in a loop. In the picture I've sent only the character and water are non-static (Any semi-transparent object is always non-static so I can render them at the very end).

All being low-poly and no-shadows (or very simple shadows, I'm still experimenting with the aesthetics) makes performance pretty much non-issue at this point.

@0x72 Makes sense! I was mostly afraid of löve needing to translate from Lua arrays to C arrays to GL buffers, which is pretty slow in my experience, but your solution seems pretty sensible :)
Thanks for replying!