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iced depresso (icedquinn@blob.cat)'s status on Thursday, 18-Jul-2024 07:47:06 JST iced depresso > GOG to delete cloud saves over 200mb per game
that's like one save file for a Bethesda game, my blob- Doughnut Lollipop 【記録係】:blobfoxgooglymlem: likes this.
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iced depresso (icedquinn@blob.cat)'s status on Thursday, 18-Jul-2024 07:52:25 JST iced depresso @nus some people compress their saves I think. Shadows of Doubt started doing that--they were huge JSON world state dumps. -
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nus (nus@mstdn.social)'s status on Thursday, 18-Jul-2024 07:52:27 JST nus @icedquinn gog has cloud saves?
My entire Astroneer save, which has multiple mining colonies on multiple planets, all functioning simultaneously, is under 10 megabytes
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iced depresso (icedquinn@blob.cat)'s status on Thursday, 18-Jul-2024 08:01:29 JST iced depresso @nus if your world is a plain voxel then it's just a bitmap, so they can store pretty well depending on how you encode them, how much resolution they have, and the contents. If you have only a couple of ground materials then you could store them in one bit per voxel maps and then do things like run length encode the bits.
There are also "roaring bitmaps" that are used in data science that are basically a bit of kit that deals with high compression of bitmap data.
If you were storing a material ID per voxel it could get stupid though. -
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nus (nus@mstdn.social)'s status on Thursday, 18-Jul-2024 08:01:30 JST nus @icedquinn text does compress pretty nicely, doesn't it.
But astroneer is a mining simulator. Like Minecraft but less square. It feels like there should be a lot of numbers in there, not just a few, unless it doesn't pay attention to things I haven't disturbed yet.
I haven't seen anybody (systematically) gut a planet for resources yet, though. Usually they'll just blow stuff up and crash/lag their computer, but that's not a great indicator
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iced depresso (icedquinn@blob.cat)'s status on Thursday, 18-Jul-2024 08:04:50 JST iced depresso @nus I meant to implement roaring maps but never ended up doing so (burned out etc.)
They do some combination of storing bits as-is, or switching to run length buckets, depending on the actual patterns of bits and some heuristics, so large solid surfaces or empty surfaces would actually just be stored in a tree that says "voxel 0-4000 are empty"
I don't know that they do this. It could just be lz4 or something basic. -
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iced depresso (icedquinn@blob.cat)'s status on Thursday, 18-Jul-2024 08:29:32 JST iced depresso @icst @nus i dunno maybe poettering patented everything else.
although for storing numbers, we did store them as plaintext quite a lot. formats like OBJ, STL, BVH, store numbers as text, and those are or were common industry formats. OpenDDL does it too. GLTF does but has optional support for binary blobs.
i like to build things on top of CBOR these days (sometimes a bastardized version of EBML too) but the appeal of the text formats is you can open them in a garden variety text editor and inspect whats going on.
protobufs, cbor, et all, don't really have an equivalent to "open it in vim and inspect if its corrupted/wrong" -
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ICScaryThings (icst@clubcyberia.co)'s status on Thursday, 18-Jul-2024 08:29:33 JST ICScaryThings @icedquinn @nus Why does everything have to be JSON? Its just so ridiculous. ASCII is not suited to numeric data. If they really want to be lazy that bad they could just do something like using protobuf as a file format (which I have seen people do before in actual software and it works).