SPIKE: Multiple renderers vs one renderer and a Renderable class
- Dominant language
- C#
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Description
Investigate what should be the best approach in terms of performance, maintanability and use of use for developers.
If all objects can just inherit the Renderable class and tell how a single renderer should manage them that's fine.
We can also create multiple renderes and objects of different type just tell that specific renderer how they are supposed to be rendered.
How do UI elements and "traditional" game objects differ from each other? The shader tells the gpu where and how it should be rendered and the class itself passes the data to the shaders and the gpu.
# No difference how the renderer renders the object
If we are using just a single `Render` function then a single renderer would make sense. However, iterating through all types of objects and calling `Render` on them may not the be the most performant solution with a single renderer.
Maybe we could create a `Renderer` class that handles rendering of objects of different types.
# Differences in the way objects need to be rendered
TBD: This is the part we need to investigate right now. If there are non, investigate the above and see what is the best / most performant / maintainable solution.
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