Im at the point in the development of my game where I want to start rendering multiple objects on the screen and update them independently.
There are two concepts I can think of to manage this.
Each layer of my scene i.e. world, entities, player, ui etc has it's own VBO. Every object in every layer gets updated on the CPU, recalculating vertex and UV data based on input or physics, and then re-buffered into the VBO of the layer that object belongs to before the next render cycle begins.
Each dynamic object i.e. entities or npc's that can move independently of any other geometry, gets it's own VBO and I can then use uniforms to have the GPU do the number crunching for input or physics responses.
Option 1 requires the CPU to do a lot of crunching every frame and option 2 creates a lot of vertex buffers with a lot of draw calls.
Perhaps there is a paradigm I'm not aware of or perhaps I'm overthinking the downsides.
Either way the data I've researched so far has been very oriented around "this is an intro to OpenGL, let's get you a triangle on the screen."
Any suggestions on how I should proceed?