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In the profiler capture it looks like SetPass and Triangles increase rapidly. Multiple cameras and render textures indeed can cause that because the scene has to be rendered multiple times.


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well I can tell you from my experience that for me the SpeedTree's caused that. what the profiler is saying to you is "I have to wait for rendering to end before i call for the next frame update" therefor you get this bottle neck that chokes your application and that's why it uses 0 ms. there is a tutorial made by Unity regarding the Profiler and at the ...


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TL,DR: The SDL2 event/render system is not yet thread-safe, but you can overcome this limitation by using OpenGL to decouple the renderer system from your application (and then perform all rendering in a separate thread using only OpenGL functions). In this method, you still have a single event queue. Another way is to use multiple processes (e.g. using ...


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Almost every game fakes what ever it can get away with. The important thing is the impression of actual people going about their day. I would not do anything with the offscreen action. Instead when the player scrolls to a different location, I would spawn the people at random location but with some probability to where they were last time the player saw them....


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Thousands of things probably isn't that big of deal. As you note, even older games like SimTower could do this pretty reasonably. Consequently the first thing I'd suggest you do is the simple, straightforward option: foreach(Thing t in AllOfTheThings) { t.Simulate(elapsedTime); } Once you've done that, if your game still runs acceptably, then you're ...



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