Change bold code snippets to inline code blocks
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@ -39,8 +39,8 @@ given viewpoint, as well as the entities that have to be updated over
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the network (for multiplayer games) and drawn. Calculating the PVS is
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expensive; Quake levels take 10 to 30 minutes to process on a
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four-processor Alpha, and even with speedup tweaks to the BSPer (the
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most effective of which was replacing many calls to **malloc()** with
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stack-based structures—beware of **malloc()** in performance-sensitive
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most effective of which was replacing many calls to `malloc()` with
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stack-based structures—beware of `malloc()` in performance-sensitive
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code), Quake 2 levels are taking up to an hour to process. (Note,
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however, that that includes BSPing, PVS calculations, and radiosity
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lighting, which I'll discuss later.)
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