I'm using Urho3D on Raspberry Pi, but the following questions apply to all platforms.What should I do in order to reduce the load of online real-time rendering of the game? Does building/compiling/rendering the game (before running it) makes it easier and lighter to be run afterwards?When making animations with 3dsmax, we use high-end computers to design the animation and render it. After that, any low-end and simple computer can play the animation. Now can we use a similar approach? Can I build/compile/render the game in a high-end machine and run the game in a low-end machine?What is exactly the difference between building/compiling/rendering when designing a game, and running/real-time-rendering when playing the game?Does a game needs rendering after designing? Or all the renderings are left to the playing time!?
Fundamental Questions: Building vs Compiling vs Rendering vs Coding vs Running?
rendering