That’d be amazingly helpful to a lot of us!
What game?
It’s a sequel to
But I’ve decided to do it over from the ground up and do pretty much everything better. The new game should be out before the end of January.
i was looking around on google’s youtube channel as they have REALLY awesome videos, saw this and it reminded me of ya
An update on this since I’ve launched my game. A player made THIS plot
It’s ~100,000 part count total
Saved plot after 1.15 seconds.[57737|260000 - 22.21%]
22.21% of the maximum save size in a datastore key
Soooo, it’s been a year, and this post has a lot of likes… any chance of looking into doing this still?
I too would like such a feature since I’m making a game that could use it (and never attempted to make my own compression sytem before…)
In the meantime, the general text compression I used (on top of my own custom stuff for this specific use case) is available here Text compression
I can’t find the post where this was mentored, but basically someone wanted to make a working camera with Viewport Frames, however the compression needed to store such data to a database and retrieve them would need to be something like this.
Bumping this again, is there any plans for this in the future?
Would be pretty useful, currently we use a custom implimentation of LZW and string.pack for reducing network load, however compression like this could allow for more possibilities.
Hey is there any update on this? I would love to have some compression utilities that I can use on my game.
That is really amazing and this would benefit so many developers
Bumping this, I really want to have fast decompress and compression methods built-in for chunk serialization and deserialization for my voxel projects, it would really help a lot since speed is crucial for real-time rendering. Hopefully this has not been forgotten.
Absolutely! I would love having access to data compression functions!
Re-inventing the wheel every time is so tedious.
Please expose those functions!