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Partial answer from what I figured out yesterday... I was initially testing with a DS4 (official PS4 controller) and it was not working. The unaltered example did work when I switched to an "Afterglow" XBox controller though. I had wrongly assumed SDL was used for input in the example. I edited the example to switch to SDL by changing ...


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The most important feature is response time to user interaction. The render engine must scale well with increasing number of visible objects. The best way to solve this issue is to use progressive rendering instead of multi-threaded rendering. Progressive rendering renders all objects across several consequent frames instead of trying to complete everything ...


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