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Mulligan

Saving Levels

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When I save files made by my world editor, they tend to be around 1 mb at minumum. So I zipped the file and it reduced to 4Kb, which is insanely small (near 100% smaller than the origional). So is it good practice to have large files then run a compression algorithim on them once saved, and inflate them once loaded? Seems like kind of a brute force approach, but damn handy.

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I think it''s recomended from a technical point of view. Today games tend to be big just to support HW manufacturers. But I can say that decompresing 4KB file to a 1Mb data when running will not take time even on a slow computer. Unless you target speed on a 486, I say go for compression. I allways go for it. And if you plan to distribute this software, then allways less data costs less to transfer for consummers.
Pet.

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quote:
Original post by l3mon
Deus Ex had savegame files of about 16 megs... so don''t worry :D


Wow, that''s just insane .

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I would compress it if you can. Don''t worry making a perfect algorithm, but at least do something. Most of the space a game takes is from the resource files. ~1% ends up being actual code in most of the large games.

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