I’m trying to draw a parallax starfield in the background. I want it to be able to scroll in any direction though, so I figure using sprites is the best approach. I’ve seen some clever implementations in 2d where you break the world into a grid of chunks, hash the chunks, and use a few bits from the resulting hash to determine the position of stars in those chunks, then do the same thing at different scales to create parallax. In order for this to work in 3d, though, you’d need a way to figure out which grid chunks are visible (ie when sprites need to appear/disappear) - would determining if an arbitrary square out in space is in the view of the camera be easy or hard, I wonder? Another issue is sprite pooling - would that make it much more efficient?
This just seems like a solved problem in so many games (are there ever a lot of space games with starfields!) I figured I’d see if anyone had any insight.