If you think Speed Tree is an asset flip, you're a moron. It's a tool. It's equivalent to calling a game engine an asset flip because you didn't make your own from scratch.
Edit: I've seen you call basic performance optimizations "lying" by the devs so this is how I know you don't know shit beyond the junior level.
If you think Speed Tree is an asset flip, you're a moron. It's a tool. It's equivalent to calling a game engine an asset flip because you didn't make your own from scratch.
You've clung onto my speed tree example way too hard and this is why I think you're being ridiculous. When did I claim that speed tree is an asset flip? I've called it lazy and it's something that AAA studios heavily rely on too much for their vegetation.
Don't defend lazy practices by AAA studios trying to pass of their games as being worth $70 when they just aren't.
I've seen you call basic performance optimizations "lying" by the devs
Yeah I'm calling bullshit on that as well, if you're going to go after me at least go after me on things that are true instead of you trying to come across as clever and completely misunderstanding my points about gamedev practices. Why cling onto this and why start shit for no fucking reason other than to be a low effort troll?
I've called it lazy and it's something that AAA studios heavily rely on too much for their vegetation.
And what would you do in place of a flyweight tree system? Please, enlighten us with your revolutionary landscape painting tool that's not only performant, but resolves whatever bugaboo you have with the common implementation.
completely misunderstanding my points about gamedev practices
Your points aren't hard to understand, they're just amateurish and confidently uninformed.
my speed tree example
go after me on things that are true
Already done.
Edit: I'll take back the part about you saying basic optimizations were lying. You instead called them shady. Directionally the same, but semantically different.
You don't know what Speed Tree is or why it's used, do you?
Yes I do, now go away and stop trying to troll because you're bored.
If you think Speed Tree is an asset flip, you're a moron. It's a tool. It's equivalent to calling a game engine an asset flip because you didn't make your own from scratch.
Edit: I've seen you call basic performance optimizations "lying" by the devs so this is how I know you don't know shit beyond the junior level.
You've clung onto my speed tree example way too hard and this is why I think you're being ridiculous. When did I claim that speed tree is an asset flip? I've called it lazy and it's something that AAA studios heavily rely on too much for their vegetation.
Don't defend lazy practices by AAA studios trying to pass of their games as being worth $70 when they just aren't.
Yeah I'm calling bullshit on that as well, if you're going to go after me at least go after me on things that are true instead of you trying to come across as clever and completely misunderstanding my points about gamedev practices. Why cling onto this and why start shit for no fucking reason other than to be a low effort troll?
And what would you do in place of a flyweight tree system? Please, enlighten us with your revolutionary landscape painting tool that's not only performant, but resolves whatever bugaboo you have with the common implementation.
Your points aren't hard to understand, they're just amateurish and confidently uninformed.
Already done.
Edit: I'll take back the part about you saying basic optimizations were lying. You instead called them shady. Directionally the same, but semantically different.