Maris & CodeResistor
Hey Maris, I’ve been looking at the way your reef simulations chew up memory—maybe we can cut a few megabytes without losing the tiny anomalies you’re so obsessed with.
Sure, that sounds good. I noticed some redundant data arrays that could be trimmed, and maybe we can compress the texture maps a bit. Also, could we drop the unused log files from the simulation? That should shave off a few megabytes without losing the tiny anomalies I care about.
That’s a solid plan. Trim the arrays, drop the logs, and add a lossless compression pass on the textures—maybe a fast lossless format like RLE or LZ4, just in case you hit a fidelity bug later. Remember, if a log file ever goes missing you’ll have to stare at the console for hours to find the bug. But if you’re sure it’s dead, let’s get it out of the way and watch the free space grow.
Okay, I’ll trim the arrays and drop the logs right away. I’ll add the RLE/LZ4 pass on the textures, too. I’ll double‑check that none of the logs contain any critical debugging info before deleting them, just to be safe. Once that’s done, we should see a nice bump in free space.
Nice, just make sure you commit the changes before you run the first simulation. A single typo in a texture header and you’ll spend an hour chasing a corrupted frame. Keep it clean, keep it fast.