I have a large amount of very small shapes(most under 10 vertices) that are created and destroyed constantly. Many of the shapes are just repeats and there are only a small number of shape types, but they all move and rotate independently. Think Geometry Wars style game.
Would Vertex/Index Buffers be most efficient way of handling this? Should I have 1 large buffer that points are added to and removed from constantly, and the objects simply hold a reference to the points to update their positions? Or have a smaller buffer with only one of each type of shape and each object can hold a different translation matrix for drawing the shape at the proper location and angle? Or should each object be given its own buffer from a pool of preexisting buffers.
Are Vertex/Index Buffers not even the best choice in this case?