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Immersive & 3DHeraclesrecipe

Draw-Call Discipline

Treat draw calls as a published budget — one population, one call — so a forge stays honest when the count climbs.

Built here · no external address

Heracles: Foundational labour. Difficult, necessary technique.

Why it matters

Scene graphs that issue a draw per object look fine at twelve meshes and collapse at twelve hundred. The failure is rarely the GPU fill rate — it is the CPU submitting work. Publishing the call count next to the fps is the only way a spatial study stays a lesson instead of a demo reel.

Key techniques

  • Instance attributes for offset, phase, and heat uploaded once.
  • One draw call per particle or mesh population.
  • A HUD that prints calls alongside frame time so cost is legible.

What to steal

The transferable part.

Budget the calls, not the triangles. Raise instance count until the frame budget complains, then stop. Document the number.

What not to copy

Context-specific or costly.

Do not batch unrelated materials into one call if it forces a worse shader. Honesty beats a lower number.

Inclusion rationale

This is the operating law behind the Instanced Forge — without it, Hephaestus is decoration.

Technical register

Performance

Vertex cost scales with instance count; draw submissions stay flat. Dispose the program and buffers on unmount.

Mobile

Cap instances under a coarse pointer or a low DPR tier. The lesson survives at 400 instances.

Accessibility

The HUD is real text, not canvas pixels. Reduced motion freezes the spin and keeps the field readable.