The first thing I profile when I make a multiplayer game is bandwidth usage. It’s easy to accidentally use too much bandwidth, and it’s typically my one unbounded cost so I want to minimize it.
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swap(&arr[i], &arr[minIdx]);
By appropriately scaling the perturbation amount for each colour channel separately, we can also extend this to work with palettes where is different for each colour component, provided that they are still regularly spaced. Unfortunately, the less regular the palette is, the less effective this technique becomes. If we wish to leverage the strengths of ordered dithering for use with irregular or arbitrary palettes, a more general solution is needed.