Heya,
In my opinion, I think it helps a little bit to start turning the decimal places into the nearest whole number.
Cut down on all the extra digits.
If you work by snapping to a 16 grid, I believe (no proof could be wrong) that this would speed up calculations because they square root faster than a value say 13.3827999
Another random to reduce is scale, usually a tree drops in with a big floaty 1.12345, the next one at 1.111342, no tree is the same size,
I recon pick 4, 8… or 16 different size scales to use.
But not just any scale, a neat scale that fits with power 2
build a size using numbers like 0.5 0.25 0.125 0.0625 0.03125 (half the previous)
so say, use scale 1 + 0.125 - 0.03125 = 1.09375
the magic when you multiply 1.09375 x 512 is it equals 560… multiply any of these numbers by 512 to get a whole number
maybe it saves some CPU/GPU time… ???
And rotations, put lots at 0,0,0 use negative L and/or R scale on some of these
limit rotations in general to 15, 30, 45 etc