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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.
We haven't tracked posts mentioning Minizip-ng yet.
Tracking mentions began in Dec 2020.
What's the best way to compress strings?
6 projects | reddit.com/r/cpp | 29 Jul 2021
lz4 for maximum decompression speed, for data that is often read but rarely written
Exomizer & Graforth
1 project | reddit.com/r/apple2 | 11 Jul 2021
That's great news. I implemented LZ4 for the Apple II, but Yann Collet is the creator of the algorithm.
How to become a tools/graphics/engine programmer
2 projects | reddit.com/r/gameenginedevs | 23 Apr 2021
Getting lost in material models is tempting. But, at this point you are overdue for working on your own asset pipeline. glTF is great. But, you should learn how to do it yourself. The hardest part will be reading source asset files. The FBX SDK is painful. Assimp isn't great either. Writing your own exporter to your own intermediate text format from Maya or Blender would be good if you are up for it. From whatever source, make your own archive format and binary formats for meshes, animations, textures and scenes. Use https://github.com/lz4/lz4 for compression. You should be able to decompress a list of assets into a big linear array and use them right there with just a bit of pointer fix-up. Minimize the amount of memory you have to touch from start to finish. Data that is going to the GPU (textures, vertex/index buffers) should decompress straight into mapped buffers for fast uploads.
Activision warns a standard 500GB PS4 may no longer fit Call of Duty: Warzone, Black Ops Cold War and Modern Warfare
1 project | reddit.com/r/Games | 25 Feb 2021
Oodle Kraken and lz4 are a thing.
LZ4, an Extremely Fast Compression Algorithm
9 projects | news.ycombinator.com | 27 Jan 2021
I'm not a fan of the stacked bar charts, I like the table of data for "Benchmarks" on the github source page: https://github.com/lz4/lz4
It makes it very clear where LZ4 fits into comparisons with compression speed, decompression speed and compression ratio
lz4_flex 0.7.2 reaches parity with cpp reference implementation on speed and ratio
3 projects | reddit.com/r/rust | 18 Jan 2021
It's hard to tell, how much since the latest lz4 1.9 has been improved, because the (benchmarks)[https://github.com/lz4/lz4/commit/31763c59fca9a38bc697cd37f591d6ba385f7614#diff-b335630551682c19a781afebcf4d07bf978fb1f8ac04c6bf87428ed5106870f5] are executed with different processors3 projects | reddit.com/r/rust | 18 Jan 2021
Which version are you using ? Is that the reference implementation at github.com/lz4/lz4 ?
What are some alternatives?
zstd - Zstandard - Fast real-time compression algorithm
brotli - Brotli compression format
Snappy - A fast compressor/decompressor
LZMA - (Unofficial) Git mirror of LZMA SDK releases
ZLib - A massively spiffy yet delicately unobtrusive compression library.
LZFSE - LZFSE compression library and command line tool
LZHAM - Lossless data compression codec with LZMA-like ratios but 1.5x-8x faster decompression speed, C/C++
zlib-ng - zlib replacement with optimizations for "next generation" systems.
PhysicsFS - PhysFS++ is a C++ wrapper for the PhysicsFS library.