Found a nice writeup on avoiding triggering Go's Garbage Collector when storing a huge set of strings.
https://blog.gopheracademy.com/advent-2018/avoid-gc-overhead-large-heaps/
Kinda reminds me of Carmack's Megatexture approach, where all the textures on the map are baked into a large blob that is then fed into the GPU memory, and addressed by offset basically. Nice hack.