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"11-25-13 - Oodle and the real problems in games"

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Blogger Wes said...

Can you work out some sort of deal where you give the Oodle paging software away for free for non-commercial/indie use, and then charge $ for commercial games making a certain amount of money? That would give people a chance to see how much better their game and dev pipeline ran with it, and also serve as an initial experience using a RAD product for many programmers.

December 12, 2013 at 2:52 PM

Blogger Cyan said...

"Unfortunately, while compression is very interesting theoretically, make a compressor that's 5% better than an alternative is just not that compelling in terms of the end result that it has."

Just sharing experience here.
I'm frequently requested to create some "customized" compression algorithms for specific data sets.

As a matter of fact, such specialized algorithm are way better than "10% more". I'm typically something like "better than LZ4 HC ratio at LZ4 Fast speed", or something along these lines. And, most of the time, it's possible.

The key thing here is the word "specialized". Such algorithm will fare badly on any other data set, because assumptions are hardwired. On the other hand knowing what to expect, on the other hand, gives a great advantage, which translates in speed, memory usage, and efficiency, which cannot be reached by "general usage" algorithms.

This is the kind of need for which I expect there is still a market for compression developers.

December 14, 2013 at 5:04 AM

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