<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:arial,helvetica,sans-serif;font-size:10pt"><div>Peter,<br><br><span>You may want zlib: <a target="_blank" href="http://www.zlib.net/">http://www.zlib.net/</a></span><br><br>I believe the Quake series of games used zlib for packet compression (on top of their own delta compression in the case of Quake 3, if I remember correctly).<br><br>=Shawn<br></div><div style="font-family: arial,helvetica,sans-serif; font-size: 10pt;"><br><div style="font-family: arial,helvetica,sans-serif; font-size: 13px;"><font face="Tahoma" size="2"><hr size="1"><b><span style="font-weight: bold;">From:</span></b> Peter Soxberger <Peter.Soxberger@gmx.net><br><b><span style="font-weight: bold;">To:</span></b> enet-discuss@cubik.org<br><b><span style="font-weight: bold;">Sent:</span></b> Wed, March 24, 2010 8:20:20 AM<br><b><span style="font-weight:
bold;">Subject:</span></b> [ENet-discuss] Compression algorithm<br></font><br>
Hi!<br><br>I'm currently thinking of what compression algorithm would be best to implement into a ENet based game?<br>Compression algorithms like ZIP would couse to much overhead. Algorithms like ZIP are designed for compressing huge files and not small network packets. What algorithm can be used for this?<br>What are you guys using in your projects?<br><br>Thanks for your help!<br><br><br>Best regards,<br>Peter Soxberger<br>-- <br>GMX DSL: Internet, Telefon und Entertainment für nur 19,99 EUR/mtl.!<br><span><a target="_blank" href="http://portal.gmx.net/de/go/dsl02">http://portal.gmx.net/de/go/dsl02</a></span><br>_______________________________________________<br>ENet-discuss mailing list<br><a ymailto="mailto:ENet-discuss@cubik.org" href="mailto:ENet-discuss@cubik.org">ENet-discuss@cubik.org</a><br><span><a target="_blank"
href="http://lists.cubik.org/mailman/listinfo/enet-discuss">http://lists.cubik.org/mailman/listinfo/enet-discuss</a></span><br></div></div>
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