like that video introduces the idea "when generating chunks you can actually just generate every neighbor from scratch with them and it's faster if that means you can isolate all the work to a single threaded worker" which not only makes your engine faster, it makes your code cleaner *and* avoids common chunk generation errors that come from dependence on already generated chunks

that's way better than "i made this toy renderer run at 12,835 fps"

if you want to actually ship games you have to pick and choose what optimizations are worth doing. minecraft for example doesn't even have greedy meshing! it'd run a little better if it did but it's literally never needed to add that complexity, so why bother?

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