Thank you for the feedback!
It is indeed quite greedy in resources, I took the approach develop the features first and optimize later Right now I started working on fixing the most outstanding bugs then I will switch to the optimization before adding new features.
Actually the bottleneck is not in the GPU but in the app code, the octree traversal is not fast enough and, above 10000 objects, the slowdown is visible, even with a fast machine. Also, the code to update the position from the orbit equation does not scale well. I have to find a way to be able to quickly know which objects must be updated, which can be ignored for a given time, but it’s not trivial
Once the core of the engine is optimized enough, I will go back to procedural generation. There is already basic support for that (O’Neil atmospheric scattering, perlin height map generation, …) but it’s still limited and not user friendly.
Btw, Ralph should work from the source (it doesn’t when run from there binaries), what is the error you have ?