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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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@ -182,13 +182,13 @@ void Clouds::generateMesh() {
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// Generate hemisphere mesh for clouds
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for (int ring = 0; ring <= RINGS; ++ring) {
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float phi = (ring / static_cast<float>(RINGS)) * (M_PI * 0.5f); // 0 to π/2
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float y = RADIUS * cos(phi);
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float ringRadius = RADIUS * sin(phi);
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float y = RADIUS * cosf(phi);
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float ringRadius = RADIUS * sinf(phi);
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for (int segment = 0; segment <= SEGMENTS; ++segment) {
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float theta = (segment / static_cast<float>(SEGMENTS)) * (2.0f * M_PI);
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float x = ringRadius * cos(theta);
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float z = ringRadius * sin(theta);
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float x = ringRadius * cosf(theta);
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float z = ringRadius * sinf(theta);
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vertices.push_back(glm::vec3(x, y, z));
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}
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