ok, I'll do that, then. Thanks.
The generator works like a charm, and I have all 3+4+5 man classes generated. Good work on your part.
I tried generating KQQVsKQQ on my 12 GB system, but the swapping immediately bogged my PC down, so I had to give up on that
A couple things, I've been thinking about:
From the generation output I saw that you seemed to generate the endings with pawns in them in stages, and saving the output in temporary files, then merging them at the end of the run.
Would it be possible, and feasible to expand on that method, and generate e.g. the 6-man pieces in steps of, say, one file per square of e.g. the white king, thus saving a lot of RAM, and possibly taking the black king into account too, and that way opening up for 7-man base generation without having a system with several hundred gigabytes of RAM ?
I am aware that generation would be slower, but as to how much, maybe you can elaborate on that, based on your experience with the disk-option in your currenct generator.
Not that I am saying you should do that, I am simply curious as to the possibility ...
Why do you have two separate generators? isnt most of the code the same, and it could be one program with two functions in it, instead of switching back and forth between the two?
One "feature" that could be real nice would be the one where it detects which bases are required for a given class, then check whether that class already exists, and if not generates those subclasses first.
On second thought, that would only work if it was one program, but then all 3+4+5 man classes could be generated with just two commands: rtbgen KPPVsKP and rtbgen KPPPVsK.
Well, I dont even know if you are planning to do anything more with the generator, so I hope you will forgive me, if you think I am overstepping my bounds.