I want to draw the maximum GL_POINTS my computer can

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  • compute_rasterizer

    Rendering Point Clouds with Compute Shaders

  • Write the application first and find out; you're not going to be bottlenecked by the GPU for a very long time, as even several hundred bodies will become a major CPU bottleneck until you implement some acceleration structures. If you do get to the point of being able to simulate more bodies than you can render (for what it's worth, I've never gotten close even with a 2-body approximation), you can explicitly double-buffer your application or look into persistent mapping. Beyond that, you can actually achieve faster point rendering by writing your own compute-based point cloud rasterizer, but obviously this is not something to take on lightly.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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