kanzi-cpp
Fast lossless data compression in C++ (by flanglet)
acl
Animation Compression Library (by nfrechette)
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
kanzi-cpp
Posts with mentions or reviews of kanzi-cpp.
We have used some of these posts to build our list of alternatives
and similar projects.
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Are there any new programs like zpaq or cmix?
If you mean more new general compressors I would recommend checking out Kanzi
acl
Posts with mentions or reviews of acl.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-01-27.
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How do other motion capture suits manage large file sizes?
Cleaned and compressed are whatever they turn out to be. Use ACL, https://github.com/nfrechette/acl
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I converted a massive library of mo-cap animations to .fbx which you can use freely with ALMOST no restrictions
For such animations make sure to check out ACL (animation compression library) by /u/zeno490. There are some stats and implementation details on how well it works on his blog: http://nfrechette.github.io/
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Rasterization in slow motion
Yep. That lib is great. And, similarly https://github.com/nfrechette/acl and https://github.com/BinomialLLC/basis_universal
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What's the reason why some newer games are really huge in size?
At the minimum BC compression is used for most textures and Crunch is pretty popular so we're definitely never ignoring that end. Draco (for geometry) isn't as popular as it should be. Animation is the main area that gets skimped and we're mostly still just doing crude keyframe reduction as stuff like ACL (https://github.com/nfrechette/acl) hasn't really taken off (it has a shit API and shit examples).
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What interpolating method should I use to interpolate between two scale key frames of a skeletal joint? I currently LERP between position keys, and SLERP between orientation(quaternion) keys. Should I also just use LERP for scaling? I remember reading somewhere to use a log function.
Animation compression is a science in itself. https://github.com/nfrechette/acl is a pretty serious project for that.
What are some alternatives?
When comparing kanzi-cpp and acl you can also consider the following projects:
Huffman-Coding - A C++ compression program based on Huffman's lossless compression algorithm and decoder.
basis_universal - Basis Universal GPU Texture Codec
lepton - Lepton is a tool and file format for losslessly compressing JPEGs by an average of 22%.
Animation-Magic - A cool visualization of all the math that powers 3D character animations.
CIDLib - The CIDLib general purpose C++ development environment
zig-gamedev - Main monorepo for @zig-gamedev libs and example applications
SeqAn - SeqAn's official repository.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com