Space Engineers - grid damage 3d model, deferred render concept
Scene is handled in two groups - heavy geometry model and overlay entities. Heavy model is handled in multiple ticks and is shown when ready, overlay entities are drawn in 60fps.
Lots of stuff needs to be done though. Most important is to optimize mesh to reduce face and sprite count, at least group cubes that belong to the same grid block (e.g. if a small grid thruster is 3x3x4 then it's represented by 36 cubes, thus being very ineffective).
When user moves camera the heavy model is discarded and then re-calculated "in background" respecting user-defined operation count limit per tick. On the other hand, the bounding box (8 dots) and damaged cubes are rendered each frame.
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