If you're interested in checking out LZHAM, I've got that building for 
emscripten here: https://github.com/hackcasual/lzham_codec

For bananabread, I saw the following results for of the models:

rw-rw-r-- 1 charles charles   385692 Sep 15 19:12 m134_hudguns.blend
-rw-rw-r-- 1 charles charles   138954 Sep 15 19:13 m134_hudguns.blend.lz4
-rw-rw-r-- 1 charles charles    83108 Sep 15 19:14 m134_hudguns.blend.lzham

On Tuesday, September 8, 2015 at 5:11:26 PM UTC-7, Alon Zakai wrote:
>
> incoming now has optional LZ4 compression for file packages. What this 
> lets you do is pre-compress your filesystem data, and keep it compressed in 
> memory, and only decompress chunks on demand as they are read. This means 
> that you can reduce the total amount of memory used by your application.
>
> LZ4 ( https://en.wikipedia.org/wiki/LZ4_%28compression_algorithm%29 ) is 
> a very fast compression algorithm. In my benchmarks it makes little 
> difference to I/O speed, and in general I/O from our in-memory filesystem 
> is fast anyhow since it's already in memory. So the downside of needing to 
> decompress seems small, I don't see much difference in BananaBread startup, 
> for example, with or without LZ4 compression.
>
> Of course how useful this is depends on how compressible your data is. LZ4 
> can compress text very well, but often data in things like games is already 
> compressed, like compressed textures and audio. Still, I saw 10%-25% 
> compression on a few games I tried.
>
> Feedback and testing are very welcome. Some docs are at
>
>
> https://github.com/kripken/emscripten/blob/71bf8ed55ed03a96a018f76bf2003acf32db3235/src/settings.js#L250
>
> but basically just run emcc with  -s LZ4=1 . (If you run the file packager 
> separately, you need to also pass  --lz4  to it.)
>
> - Alon
>
>

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