ssbo breakthrough: 5x gain by shrinking the data - pack entity data (x, y, color) into 12-byte struct - upload via shader storage buffer object (SSBO) - ~700k entities at 60fps (i5-6500T / HD 530) - ~950k entities at ~57fps - 5x improvement over previous best - 140x total from baseline - why it works: - 12 bytes vs 64 bytes (matrices) = 5.3x less bandwidth - 12 bytes vs 80 bytes (rlgl vertices) = 6.7x less bandwidth - no CPU-side matrix calculations - GPU does NDC conversion and color unpacking - custom vertex/fragment shaders - single rlDrawVertexArrayInstanced() call for all entities - shaders embedded at build time - removed FPS cap, added optional vsync arg