My first technical optimization: The engine supports infinite vertex deformation morph targets, it also uses a densely packed texture buffer (another way to store cpu -> gpu information) that samples deltas taking advantage of gpu texture sampling speed and minimizing vram costs
i have so more debloating to do on the engine but otherwise its stable with 2/3 animation methods (the third being skeletal for later) and i want to start working on a graphics update to learn shaders