The by-fact is that I actually might need a lot of RAM in some foreseeable future (at least for some intermediate alpha-versions, until I optimize the dynamic rendering memory consumption). I'm speaking of a huge overworld with multiple chunks dynamically loaded and processed in the memory (rendered into images). The last version required 6-8 GB of RAM...
onpon4 {l Wrote}:I would suggest you change it to split the world into rectangular sections, and only load four sections at a time (the one the player is in, plus the three other sections closest to them).
I'm having a hard time believing that was ever true - if I remember correctly, 64-bit started becoming the more common version since Windows 7 (or possibly Vista). Maybe I'm wrong, but even so, this seems very out of date.I've been trying to analyze how many PCs still use 32 bit OS now, and found only one clue, that 56% of Windows 7 installations (in some unspecified year) were 32 bit.
But how does 32bit versions handle 64 bit numbers?
I've moved toward always using 64 bit numbers
For example, on my Pentium 4 PC std::size_t is 32 bits but on a main PC it is 64 bits, what if I send it over the network?
nobody works with bits above the OS layer.
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