Re: [Audyssey] bgt and file compression

2015-09-27 Thread Philip Bennefall

Hi John,

I cannot really say with any certainty when the next release will be 
coming, as I work on it only in my spare time which is not nearly as 
plentiful as
it used to be. But I'm more than happy to send out test builds to those 
who are interested in a particular upcoming feature.


Regarding PPMD, I had a look but could not find any official SDK for it. 
I think I will stick with LZMA as it does well on general purpose data, 
and then
potentially extend it with more specific compression schemes later. 
However, the compression is meant to be rather simple and easy to use so 
I'm not looking

to implement all the possible options such as background threads etc.

If you want to try a build when it is available, feel free to drop me a 
line and I will keep you posted on progress.


Kind regards,

Philip Bennefall
On 9/25/2015 2:45 AM, john wrote:

This sounds awesome.
You don't have to send me the update if its going to be coming out shortly,
though I am very much looking forward to it, and would be more than happy to
give it a test run (or several - I love playing with compression).
I would note though that you may also want to consider ppmd; its compression
ratio for text as compared to lzma/lzma2 can be substantially better
(possibly by an order of magnitude on some data). Also, do you know if LZMA
support will be able to work with multithreading?
For my particular case I'd probably end up going for maximum compression -
my current estimates place save files under certain circumstances at over
50mb each.

While on the subject of updates, are there any plans to improve on the
engine's ability to work with binary data? I've been running into several
instances for various projects in which support for working with raw data
would be handy, but everything in bgt seems to just convert to a UTF-8
string.

--
From: "Philip Bennefall" <phi...@blastbay.com>
Sent: Thursday, September 24, 2015 20:05
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] bgt and file compression

Hi John,

Just a quick heads up to let you know that compression is coming; I have
done some tinkering with both Zlib and LZMA. For data with high
redundancy such as text, both of these work very well - LZMA scores
higher when it comes to compression ratio but is also significantly
slower than Zlib in my tests. Of course the compression level will be
configurable, which should give you the ability to find a reasonable
balance between compression ratio/speed. I can't say when the next
official release will be out, but I can certainly give you some test
binaries to play around with if you need this feature quickly since it's
almost done anyway.

Kind regards,

Philip Bennefall

On 9/25/2015 1:55 AM, john wrote:

This is actually on the subject of gaming, or at least game development.

To anybody who has experience with such things, do you know of any way I
can get usable compression of some sort running under bgt?

The specter of saving/loading games is moving closer and closer, and its
starting to look like my save games may have to be rather large (we're
talking several if not tens of megabytes). On the plus side they're
probably also going to be easily compressible text (or something close to
it, anyway), which leads to my posting this question.

I could probably write something to work with the command-line version of
7-zip, but then I'd have to distribute that along with the game, which is
something I really don't want to do. There's also the issue of several cmd
windows popping up every time the user tries to save or load games (I'm
not hacking, I swear. Those batch files really do have a reason to be
running in the middle of your game).

I've gone looking for the docs for 7z.dll, but they seem to be nonexistent
to anybody who doesn't know c/c++. This is very much a category that
includes me.

I'd really love to use the 7-zip interface (specifically its included ppmd
algorithm), as I suspect it'd be able to compress the aforementioned save
file down to a couple hundred kb, which would be at least a bit more
manageable.

In addition, there are also some potential bgt limitations coming into
play here - specifically a really limited ability to work with binary
files and a UTF-8 only string setup.

If anybody could pull me out of the fire on this one it'd be really
appreciated - I'm just not creative enough to find a way to shrink saved
games while maintaining all the needed information, so compression is
looking like the best/only option currently available.



Thanks,

John
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Re: [Audyssey] bgt and file compression

2015-09-24 Thread john
This sounds awesome.
You don't have to send me the update if its going to be coming out shortly, 
though I am very much looking forward to it, and would be more than happy to 
give it a test run (or several - I love playing with compression).
I would note though that you may also want to consider ppmd; its compression 
ratio for text as compared to lzma/lzma2 can be substantially better 
(possibly by an order of magnitude on some data). Also, do you know if LZMA 
support will be able to work with multithreading?
For my particular case I'd probably end up going for maximum compression - 
my current estimates place save files under certain circumstances at over 
50mb each.

While on the subject of updates, are there any plans to improve on the 
engine's ability to work with binary data? I've been running into several 
instances for various projects in which support for working with raw data 
would be handy, but everything in bgt seems to just convert to a UTF-8 
string.

--
From: "Philip Bennefall" <phi...@blastbay.com>
Sent: Thursday, September 24, 2015 20:05
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] bgt and file compression

Hi John,

Just a quick heads up to let you know that compression is coming; I have
done some tinkering with both Zlib and LZMA. For data with high
redundancy such as text, both of these work very well - LZMA scores
higher when it comes to compression ratio but is also significantly
slower than Zlib in my tests. Of course the compression level will be
configurable, which should give you the ability to find a reasonable
balance between compression ratio/speed. I can't say when the next
official release will be out, but I can certainly give you some test
binaries to play around with if you need this feature quickly since it's
almost done anyway.

Kind regards,

Philip Bennefall

On 9/25/2015 1:55 AM, john wrote:
> This is actually on the subject of gaming, or at least game development.
>
> To anybody who has experience with such things, do you know of any way I 
> can get usable compression of some sort running under bgt?
>
> The specter of saving/loading games is moving closer and closer, and its 
> starting to look like my save games may have to be rather large (we're 
> talking several if not tens of megabytes). On the plus side they're 
> probably also going to be easily compressible text (or something close to 
> it, anyway), which leads to my posting this question.
>
> I could probably write something to work with the command-line version of 
> 7-zip, but then I'd have to distribute that along with the game, which is 
> something I really don't want to do. There's also the issue of several cmd 
> windows popping up every time the user tries to save or load games (I'm 
> not hacking, I swear. Those batch files really do have a reason to be 
> running in the middle of your game).
>
> I've gone looking for the docs for 7z.dll, but they seem to be nonexistent 
> to anybody who doesn't know c/c++. This is very much a category that 
> includes me.
>
> I'd really love to use the 7-zip interface (specifically its included ppmd 
> algorithm), as I suspect it'd be able to compress the aforementioned save 
> file down to a couple hundred kb, which would be at least a bit more 
> manageable.
>
> In addition, there are also some potential bgt limitations coming into 
> play here - specifically a really limited ability to work with binary 
> files and a UTF-8 only string setup.
>
> If anybody could pull me out of the fire on this one it'd be really 
> appreciated - I'm just not creative enough to find a way to shrink saved 
> games while maintaining all the needed information, so compression is 
> looking like the best/only option currently available.
>
>
>
> Thanks,
>
> John
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
> .
>


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Re: [Audyssey] bgt and file compression

2015-09-24 Thread Shaun Everiss

hmmm sevenzip has the lzma sdk lzma is the engine used.
bzip is also another type that should work.
If it is possible you may have to call libs for bgt to use.
nvda is in python and does use a sertain number of c libs so I assume at 
least in python they can be called.
What about using command line 7zip as a program you called to do things 
not as elogent but still.
what about writing to the authors of 7zip ofcause you may not be able to 
call it directly for the interface bgt uses.




On 25/09/2015 11:55 a.m., john wrote:

This is actually on the subject of gaming, or at least game development.

To anybody who has experience with such things, do you know of any way I can 
get usable compression of some sort running under bgt?

The specter of saving/loading games is moving closer and closer, and its 
starting to look like my save games may have to be rather large (we're talking 
several if not tens of megabytes). On the plus side they're probably also going 
to be easily compressible text (or something close to it, anyway), which leads 
to my posting this question.

I could probably write something to work with the command-line version of 
7-zip, but then I'd have to distribute that along with the game, which is 
something I really don't want to do. There's also the issue of several cmd 
windows popping up every time the user tries to save or load games (I'm not 
hacking, I swear. Those batch files really do have a reason to be running in 
the middle of your game).

I've gone looking for the docs for 7z.dll, but they seem to be nonexistent to 
anybody who doesn't know c/c++. This is very much a category that includes me.

I'd really love to use the 7-zip interface (specifically its included ppmd 
algorithm), as I suspect it'd be able to compress the aforementioned save file 
down to a couple hundred kb, which would be at least a bit more manageable.

In addition, there are also some potential bgt limitations coming into play 
here - specifically a really limited ability to work with binary files and a 
UTF-8 only string setup.

If anybody could pull me out of the fire on this one it'd be really appreciated 
- I'm just not creative enough to find a way to shrink saved games while 
maintaining all the needed information, so compression is looking like the 
best/only option currently available.



Thanks,

John
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[Audyssey] bgt and file compression

2015-09-24 Thread john
This is actually on the subject of gaming, or at least game development.

To anybody who has experience with such things, do you know of any way I can 
get usable compression of some sort running under bgt?

The specter of saving/loading games is moving closer and closer, and its 
starting to look like my save games may have to be rather large (we're talking 
several if not tens of megabytes). On the plus side they're probably also going 
to be easily compressible text (or something close to it, anyway), which leads 
to my posting this question.

I could probably write something to work with the command-line version of 
7-zip, but then I'd have to distribute that along with the game, which is 
something I really don't want to do. There's also the issue of several cmd 
windows popping up every time the user tries to save or load games (I'm not 
hacking, I swear. Those batch files really do have a reason to be running in 
the middle of your game).

I've gone looking for the docs for 7z.dll, but they seem to be nonexistent to 
anybody who doesn't know c/c++. This is very much a category that includes me.

I'd really love to use the 7-zip interface (specifically its included ppmd 
algorithm), as I suspect it'd be able to compress the aforementioned save file 
down to a couple hundred kb, which would be at least a bit more manageable.

In addition, there are also some potential bgt limitations coming into play 
here - specifically a really limited ability to work with binary files and a 
UTF-8 only string setup.

If anybody could pull me out of the fire on this one it'd be really appreciated 
- I'm just not creative enough to find a way to shrink saved games while 
maintaining all the needed information, so compression is looking like the 
best/only option currently available.



Thanks,

John
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Re: [Audyssey] bgt and file compression

2015-09-24 Thread Philip Bennefall

Hi John,

Just a quick heads up to let you know that compression is coming; I have 
done some tinkering with both Zlib and LZMA. For data with high 
redundancy such as text, both of these work very well - LZMA scores 
higher when it comes to compression ratio but is also significantly 
slower than Zlib in my tests. Of course the compression level will be 
configurable, which should give you the ability to find a reasonable 
balance between compression ratio/speed. I can't say when the next 
official release will be out, but I can certainly give you some test 
binaries to play around with if you need this feature quickly since it's 
almost done anyway.


Kind regards,

Philip Bennefall

On 9/25/2015 1:55 AM, john wrote:

This is actually on the subject of gaming, or at least game development.

To anybody who has experience with such things, do you know of any way I can 
get usable compression of some sort running under bgt?

The specter of saving/loading games is moving closer and closer, and its 
starting to look like my save games may have to be rather large (we're talking 
several if not tens of megabytes). On the plus side they're probably also going 
to be easily compressible text (or something close to it, anyway), which leads 
to my posting this question.

I could probably write something to work with the command-line version of 
7-zip, but then I'd have to distribute that along with the game, which is 
something I really don't want to do. There's also the issue of several cmd 
windows popping up every time the user tries to save or load games (I'm not 
hacking, I swear. Those batch files really do have a reason to be running in 
the middle of your game).

I've gone looking for the docs for 7z.dll, but they seem to be nonexistent to 
anybody who doesn't know c/c++. This is very much a category that includes me.

I'd really love to use the 7-zip interface (specifically its included ppmd 
algorithm), as I suspect it'd be able to compress the aforementioned save file 
down to a couple hundred kb, which would be at least a bit more manageable.

In addition, there are also some potential bgt limitations coming into play 
here - specifically a really limited ability to work with binary files and a 
UTF-8 only string setup.

If anybody could pull me out of the fire on this one it'd be really appreciated 
- I'm just not creative enough to find a way to shrink saved games while 
maintaining all the needed information, so compression is looking like the 
best/only option currently available.



Thanks,

John
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Re: [Audyssey] bgt and file compression

2015-09-24 Thread Shaun Everiss

Well phil 7zip uses lzma and lzma 2 and yeah the files are good.
it does take a lot of cpu to handle extraction and compression of large 
files but its worth it.
Another compression type that may be worth looking at is bzip2 which is 
what linux uses.

innosetup can also use lzma and its setups are fast loading.



On 25/09/2015 12:05 p.m., Philip Bennefall wrote:

Hi John,

Just a quick heads up to let you know that compression is coming; I have
done some tinkering with both Zlib and LZMA. For data with high
redundancy such as text, both of these work very well - LZMA scores
higher when it comes to compression ratio but is also significantly
slower than Zlib in my tests. Of course the compression level will be
configurable, which should give you the ability to find a reasonable
balance between compression ratio/speed. I can't say when the next
official release will be out, but I can certainly give you some test
binaries to play around with if you need this feature quickly since it's
almost done anyway.

Kind regards,

Philip Bennefall

On 9/25/2015 1:55 AM, john wrote:

This is actually on the subject of gaming, or at least game development.

To anybody who has experience with such things, do you know of any way
I can get usable compression of some sort running under bgt?

The specter of saving/loading games is moving closer and closer, and
its starting to look like my save games may have to be rather large
(we're talking several if not tens of megabytes). On the plus side
they're probably also going to be easily compressible text (or
something close to it, anyway), which leads to my posting this question.

I could probably write something to work with the command-line version
of 7-zip, but then I'd have to distribute that along with the game,
which is something I really don't want to do. There's also the issue
of several cmd windows popping up every time the user tries to save or
load games (I'm not hacking, I swear. Those batch files really do have
a reason to be running in the middle of your game).

I've gone looking for the docs for 7z.dll, but they seem to be
nonexistent to anybody who doesn't know c/c++. This is very much a
category that includes me.

I'd really love to use the 7-zip interface (specifically its included
ppmd algorithm), as I suspect it'd be able to compress the
aforementioned save file down to a couple hundred kb, which would be
at least a bit more manageable.

In addition, there are also some potential bgt limitations coming into
play here - specifically a really limited ability to work with binary
files and a UTF-8 only string setup.

If anybody could pull me out of the fire on this one it'd be really
appreciated - I'm just not creative enough to find a way to shrink
saved games while maintaining all the needed information, so
compression is looking like the best/only option currently available.



Thanks,

John
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list,
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