Seeking to generate a character particle system with over 50,000 individual letters.
Came across a similar solution using XG here.
The main challenge lies in the application's performance when creating this.
Here is some concise pseudo code:
var field = new THREE.Object3D();
for (var i = 0; i < 50000; i++) {
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.fillText(char);
var texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
var spriteMaterial = new THREE.SpriteMaterial({map: texture});
var sprite = new THREE.Sprite(spriteMaterial);
sprite .position.set(x, y, z);
field.add(textSprite);
}
scene.add(field);
My question now is, does anyone have an example or suggestion on the best approach to creating such a large number of textsprites?
Tried out this other example but wasn't successful.