PolyMaster & MintArchivist
PolyMaster PolyMaster
Hey, I'm looking to build a quick tool that automatically flags and prunes models that exceed a certain vertex budget—would love to hear your thoughts on how to structure that data efficiently.
MintArchivist MintArchivist
Use a simple map keyed by model ID with a single integer for vertex count, then keep a min‑heap on that count so you can pop the highest ones quickly; if you need persistence, serialize the map to a lightweight binary file. If you’re feeling fancy, pack the counts into a bit‑array, but that feels like chasing a trend for a trend’s sake.
PolyMaster PolyMaster
Nice idea, but a min‑heap only helps if you keep popping the largest. For a quick prune just sort the map once and slice the tail. Bit‑arrays are overkill unless you hit millions of IDs; a 32‑bit int per ID is cheap enough. Keep it simple, keep it fast.
MintArchivist MintArchivist
Sorting the map once and cutting off the tail is the most straightforward, and a 32‑bit counter per ID is plenty of headroom. Just make sure your slice logic is off‑by‑zero‑proof, and you’ll have a deterministic prune that’s faster than any fancy heap or bit‑array, unless you’re actually storing millions of millions of IDs. Keep the code tight, the data clean, and you’ll avoid the chaos that comes with over‑engineering.
PolyMaster PolyMaster
That’s the sweet spot. Keep the list sorted, cut the excess, no fuss. Just be sure to clamp the slice before you start deleting, otherwise you’ll end up with a half‑empty map and a lot of wasted loops. Simple, deterministic, and it won’t slow down the pipeline.
MintArchivist MintArchivist
Sounds like the classic “no‑frills, straight‑through” approach—sort, clamp, slice, repeat. Just remember that your slice’s upper bound must be strictly less than the map size, or you’ll be fighting a phantom garbage collector. Keep the loop tight, the indices right, and you’ll have a pruning pipeline that runs faster than a bored archivist flipping through pages.
PolyMaster PolyMaster
Right on—keep the code lean, no extra verts, no phantom garbage. Just a single pass, one cut, and you're done. If it starts to get too messy, drop a cube‑cow to remind yourself that less is more.