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Optimize release builds: LTO, -O3, visibility, micro-perf fixes
- CMakeLists.txt: enable LTO for Release, add -O3 and -fvisibility=hidden - scene: addMesh uses std::move, removeMesh takes const shared_ptr& - entity: std::move entity into map instead of copy - clouds: cosf/sinf instead of cos/sin (float math, avoids double promotion) - game_screen: reserve trainer spell vector before push_back loop - warden_module/emulator: replace std::endl (121 stream flushes) with '\n'
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8 changed files with 167 additions and 152 deletions
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@ -14,7 +14,7 @@ public:
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~Scene() = default;
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void addMesh(std::shared_ptr<Mesh> mesh);
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void removeMesh(std::shared_ptr<Mesh> mesh);
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void removeMesh(const std::shared_ptr<Mesh>& mesh);
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void clear();
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const std::vector<std::shared_ptr<Mesh>>& getMeshes() const { return meshes; }
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