SpriteBatch vs. per‑sprite draw calls for animated tiles under a 100‑draw‑call limit
Goal: Determine whether to render a layer of 500 identical moving sprites each frame using a single SpriteBatch or individual love.graphics.draw calls while staying under a fixed draw‑call budget of 100 calls per frame. Constraints: SpriteBatch reduces draw calls but requires updating its vertex buffer each frame when sprite positions change; frequent :setBu