In-Engine Compression Algorithms & Binary Format Processing

This is needed. I think @zeuxcg even mentioned something like this (source, it’s also his most liked reply).

Although we can port numerous compression algorithms (see my port of zlib/deflate), it is no where near as efficient as it would be to port it in c++. Based on what zeuxcg said, I think they would just have to make these algorithms accessible, since they already exist?

In the meantime for purely datastore uses, I would recommend using 1waffle1’s text compression, since it’s pretty good.

Anything implemented by Roblox, especially for compression algorithms will be way faster and just as if not more efficient than anything we can implement. For something that takes as long as text compression, along with how parallel lua is coming out, this would be a fantastic addition, and a great example of what we could use with parallel lua.

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