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daedalic

Terrain Data Compression

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I'm storing my terrain data as an array of many ints. Each block of int data will have few to many identical copies scattered throughout the array. What are some good compression algorithms suited for this type of data?

Thanks for the help!

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You might look into LZMA, which is available from 7-zip's website. zlib would also be okay. Both are best for larger runs of similar data, though.

Another thing you might check is if you really need a full 4-byte int for each point, or if a 2-byte short will do fine. That right there cuts data down in half.

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