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Comment by smallstepforman

The GPU loves arrays of structures AoS, since all vertex data fits in its triangle assembly cache. Once given to the GPU, the software side doesnt really care for all vertex parameters so this optimisation is pointless. Only relavent when you have instance rendering (leaves, grass) but then you only need an array of vec3’s, not the other parameters so back to normal arrays.

Meanwhile, game engines need operator overloading for adding/multiplying vectors (spatial transforms, lighting, physics) and core zig design philosophy prevents operator overloading.

Blind leading the blind. Disclaimer - I do professional rendering engines.

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