Best way to have 10000+ simple geometry objects on 5 scree?

I need to have many objects w very simple graphic and simple animation, like fishes, stars, jellyfish, simple snakes, Sierpinsky triangles, fractal/recursive objects, from few squares and so on… With basic animation like twist SOP or rotation or waiving and all wire frames or simple material. Later custom shaders. what is the best framework to preserve computation power? Objects will be controlled by python script (script SOP +CLASSES)

  1. Create it in 3ds Max, add animation, export triangulated, import
  2. same, but add animation/transformation in TD?
  3. Use primitives in TD, compose, merge (as I understand primitives is not that cheap coz they have to be converted in OpenGL?), add transformations/animations
  4. Model with modeler in TD (were is it by the way, can’t find it!), apply transformations /animations
  5. Make em entirely in shaders and just give position points with directional normals
  6. Use sprites/svg instead?
  7. Else?

Best and thank you,
Ak

In general, when working with large numbers of objects, if you can find a way to do it with hardware-based geometry instancing, that’s your best option. However, that does limit you quite a bit in terms of the kinds of variation that you can have between instances. You can control the translation/rotation/scale, color, and texture indexes (and a few other things). So if you are able to do what you want by having a few original geometry objects and then making lots of instances of them, it’s very fast.
If you require more variation and you need to have a really large number of objects, then you’ll need to find another solution.