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.
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.