Re: Data compression in roguelikes
- From: "Auric__" <not.my.real@xxxxxxxxxxxxx>
- Date: 08 Jul 2006 11:38:15 GMT
On Sat, 08 Jul 2006 10:11:01 GMT, Gerry Quinn wrote:
In article <1152320740.560929.13180@xxxxxxxxxxxxxxxxxxxxxxxxxxxx>,
torespondisfutile@xxxxxxxxxxx says...
If you really want to save space & confound save viewers, do the
following:
1) Store the random number seed for map generation.
2) On save, regenerate the raw map and xor the fresh map with the
current map. The resulting difference map will be mostly zero.
3) Compress the mostly zero map with zlib (do not roll your own
compression algorithm.)
That seems a good approach. I'm not sure it's worth compressing for
its own sake unless you have persistent levels.
I think that's what Jeff was hinting at with #2 - and since his method
would produce a *lot* of zeroes, compressing would drop the file size by a
whole bunch.
--
auric dot auric at gmail dot com
*****
No, I never read the documentation - why do you ask?
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- References:
- Data compression in roguelikes
- From: darkstar949
- Re: Data compression in roguelikes
- From: Jeff Lait
- Re: Data compression in roguelikes
- From: Gerry Quinn
- Data compression in roguelikes
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