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Best way to handle Compression along side SFML
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Topic: Best way to handle Compression along side SFML (Read 1282 times)
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Keebler Elf
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Posts: 1
Best way to handle Compression along side SFML
«
on:
December 19, 2014, 05:46:02 pm »
Hello,
I am wondering what peoples thoughts are on the best libraries and methods to handle compression along side SFML. I would like to keep the option for cross platform capability. I would just like to know if anyone here has come across an optimal solution before I go through the effort of implementing one of my own. My main need is the ability to compress map data. Which is getting very large for my tilemaps and other map data. I originally was looking into using things like ZLIB to simply compress the .txt file I am currently storing data in and then just compressing and uncompressing the various data files as I need them. I feel there must be a better way.
Thank you for your time.
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eXpl0it3r
SFML Team
Hero Member
Posts: 11033
AW: Best way to handle Compression along side SFML
«
Reply #1 on:
December 20, 2014, 01:50:40 am »
You could check out
PhysicsFS
.
It can use archives as "virtual" filesystems and compress/decompress on the fly.
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Nexus
SFML Team
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Posts: 6287
Thor Developer
Re: Best way to handle Compression along side SFML
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Reply #2 on:
December 20, 2014, 04:55:24 am »
There have also been various threads about compression, you could search the forum.
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Zloxx II
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G.
Hero Member
Posts: 1593
Re: Best way to handle Compression along side SFML
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Reply #3 on:
December 20, 2014, 08:42:17 am »
As I far as I know physicsFS only allows reading from archives, not writing. Are you sure eXpl0it3r or did I miss something?
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Last Edit: December 20, 2014, 10:26:45 am by G.
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eXpl0it3r
SFML Team
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Posts: 11033
AW: Best way to handle Compression along side SFML
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Reply #4 on:
December 20, 2014, 10:16:26 am »
You can also write data.
Apparently you can't, however you can still use PhysicsFS to read from compressed archives, you'd just have to use for example zlib directly, if you wanted to write an archive.
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Last Edit: December 20, 2014, 12:38:40 pm by eXpl0it3r
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