I've recently found out drawing 6000+ Sprites/Shapes is very heavy on performance, and I require advice on how I should begin handling this.
I intend to have an upwards of 1 million Sprites/Shapes in the future, and this can only worsen as I am actually drawing these 6000 sprites/shapes twice (one for the minimap, one for the main view). Obviously ~12000 draw calls every frame is going to slow down any computer, but I'm interested in how VertexArray handled this issue.
The first, most obvious route to take is chunking, but with the way I have things set up right now, implementing chunking would go against the framework of my program. Are there any other ways I can cut down the unnecessary draw calls per frame, or draw them in a more optimized way?
Thanks.