Whats the possibilites of me dynamically generating the Encryption Seed Based off The Players name. Lets say I convert the players name to hex value and use that as the key?
The player names are write-only. You can't read them and extract information from them.
awesome work on the library. I'm assuming you run into problems when storing floating point numbers? Do you have a lossless system for storing them? Do you have any accuracy info on them, or do they remain uncompressed.
There are no real floating point numbers in Galaxy. The real are just normal integers divided by 4096. So storing them loss-less is not a problem.
Oh yeah about huffman, I remembered there were variable-length values but I thought thas was from the input and not the output ... It reduces the usefulness of what I thought.
Anyway, I am conviced that a compression will give some gain anyway. Because the values won't be completly random, ie most player will only play the map one or two time, so the values will more likely be near 0. If you use a binary vector to tell if you have an item or not, again there will be many 0. In the general case, values are not going to be uniformly distributed, so there come the compression!
Now, we are working on a really limited space, so the compression overhead may be important. It needs to be tested :)
Hashing: STARCODE reduces the size of information through hashing to it's smallest possible outcome.
A hash is a small amount of bits that "represents" a data. But in a one-way only, you cannot get your data back through that value. For example md5 or crc are hashing methods.
You may have been confused by the name of my lib SmallHash. In fact, Hash in this case is the part of the url after the # :) You probably want to name it Packing.
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There is no limit for single player :)
The player names are write-only. You can't read them and extract information from them.
If you are playing the map, it IS available.
There are no real floating point numbers in Galaxy. The real are just normal integers divided by 4096. So storing them loss-less is not a problem.
Oh yeah about huffman, I remembered there were variable-length values but I thought thas was from the input and not the output ... It reduces the usefulness of what I thought.
Anyway, I am conviced that a compression will give some gain anyway. Because the values won't be completly random, ie most player will only play the map one or two time, so the values will more likely be near 0. If you use a binary vector to tell if you have an item or not, again there will be many 0. In the general case, values are not going to be uniformly distributed, so there come the compression!
Now, we are working on a really limited space, so the compression overhead may be important. It needs to be tested :)
Nice :)
A hash is a small amount of bits that "represents" a data. But in a one-way only, you cannot get your data back through that value. For example md5 or crc are hashing methods.
You may have been confused by the name of my lib SmallHash. In fact, Hash in this case is the part of the url after the # :) You probably want to name it Packing.