My question is... If we take, for example, a simple cube, I can make a model in Blender then use the Blend2Bam utility to convert it to a .bam, and import it into Panda3D... Or I can generate a cube with Panda's built-in mechanisms. Which will eat up more memory/system resources and/or have a higher negative impact on framerate as the number of objects increase? Intuitively, I'd expect the answer to be that procedural resources are lower-impact and that each object will be less literal data usage. (A sphere I made in Blender and converted to .bam is 26mb.) I did also find this paper: https://dsg.tuwien.ac.at/~sd/papers/EDGE_2023_I_Murturi.pdf ...Which seems to corroborate my expectation. However, this does not directly concern Panda3D, and, given Panda3D is a Python-scripted engine with C++ under the hood, I feel like there could be additional variables at play here. I don't know how efficient Panda3D's procedural tools are, and I'm hoping for some insight directly concerning the engine. I've just recently started using Panda3D and simultaneously learning Python; I'm totally new to game development - so thank you kindly for any feedback or input on this! Continue reading...