i have to decide what is the best way to render my 3D world game
this is my situation and my related question
I'm implementing a sort of space shooter game but instead to have a classic side scrolling the ship
is rendered look at the ship from back.
the style is similar to Air Strike 3D (http://www.youtube.com/watch?v=zHkARvzsrMU
so in my head the word is like a long rectangle and the ship (and the camera) is moving from one site to the other site of the rectangle until the rectangle is finish
now my idea is to:
describe the word by configurations file (properties or xml) that represent the word as a grid in the way that i can easily customize different levels
so the word is a grid of element that has a specific x and y (conditioned by the grid position) and z coordinate
enemy are initialized in a specific x,y coordinate in the grid
other elements are initialized in a specific x,y coordinate in the grid
now my question:
what is the best way in this kind of games to render the word in terms of performance?
1)I can render all the word in one shot compile it in a glList and use it every loop
2) find a valid algorithm to segment the word based on camera view and decide what element draw, but in this way every loop i have a computation to decide what cells draws
3) other solution?
for example in a games of fly simulation what is the algorithmic /strategy that the developer use usually?