> Use one set of large mesh buffers per vertex attribute layout
> Problem: Index/vertex buffers have to be re-bound when the mesh changes. This adds overhead when encoding draws and when drawing. It also prevents some optimisations like being able to draw all objects for shadow mapping for a light in one draw.
> Solution(s): [...] Use an appropriate allocator like a port of Sebastian Aaltonen's offset allocator [https://github.com/sebbbi/OffsetAllocator] to manage allocation
Where the "port of Sebastian Aaltonen's offset allocator" is what got linked in this HN submission.
I've said it before, but if drawcall count is a problem in your game, you should complain to the engine vendor. On modern GPUs, there's no reason people should be manually optimizing for drawcall count in 2024. Game engines have the tools to make it a non-issue; they just need to use them.