Check out 'minilzo' for fast lightweight compression. My testing shows that compression is about 1/8 memcpy speed and decompression is about 1/3 memcpy speed. And, it compresses tight.
http://www.oberhumer.com/opensource/lzo/ Regards. Mark K Vallevand Fat, dumb and happy. 2 out of 3 ain't bad. > -----Original Message----- > From: Erik Hofman [mailto:[EMAIL PROTECTED]] > Sent: Friday, July 12, 2002 10:39 AM > To: [EMAIL PROTECTED] > Subject: Re: [Flightgear-devel] MP what data to send > > > ace project wrote: > > --- Billy Verreynne <[EMAIL PROTECTED]> wrote: > > >>>All packets will (hopefully) support compression > >> > >>using > >> > >>>zlib. > >> > >>At software level? I would be hesitant to do this > >>myself. Compression and > >>decompression can become an overhead and result in > >>being the bottleneck, instead > >>of network latency. As a multiplay configurable > >>option, it makes a lot of sense. > >> > > > > Ok, we'll make zip optional. We heard from a ID > > multiplayer programmer that the overhead was minimal > > compared to the profit gained (bigger packet, better > > support for low-bandwidth connections). We will just > > test how much time it takes to zip a packet ask > > yourselfs whether its worth it. > > Which reminds me. About two years ago I had some interrest in a *very > small* real-time compression algorithm I saw on freshmeat.net > It has absolute real time (small memory footprint) decompression and > semi-realtime compression (if I recall all that correclty). > > Sadly I don't have the link anymore. Have to search for it. > > Erik > > > > > _______________________________________________ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
