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]
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> 

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