Helm <nos...@please.invalid> wrote:
> Luckily for you, most game developers are not compression experts and
> looking at the compression ratio its probably something very simple.
What I know is that I tended to make my own compression for the game,
which is sometimes such that unsolvable levels sometimes cannot be
represented in the compressed format at all. Note, however, that in some
games, uncompressing random data will not necessarily result in a solvable
level; in other games, it does. (Do any other games do this? How common is
it? I am curious to know. I think I read that at least Gruniozerca 3 does
something similar; the compression algorithm relies on the solution, so it
is also easily possible to determine the solution from the compressed
level data, too.) (I remember actually that in one computer game I wrote,
uncompressing random data (if it is sufficiently long) always does result
in a solvable level, and that is actually how the "random levels" mode of
the game works; it uncompresses random data (based on a random number seed
entered by the user, so that you can easily find and access the same level
later). The solution is also easily derived from uncompressing it, so it
also has solutions, too.)
> [...] The only time I use google groups is for reading
> Usenet on the go since iOS has no good newsreader (even paid newstap is
> crap) or when I need to send someone a link to a Usenet post. I will
> always post using my newsreader instead.
My suggestion is when using Google Groups to link to a Usenet post, to
always use the URL based on the message ID. Not everyone uses Google
Groups, and using the URL based on the message ID makes it helpful for
those who do not use Google Groups. (I do not use Google Groups myself.)
(I can also perhaps suggest trying to write a better newsreader for iOS,
if a suitable one does not already exist. Maybe it is possible to use SSH
to access it on another computer, though?)
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