• Zomg@piefed.world
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        2 months ago

        The standard ZIP format relies heavily on the DEFLATE algorithm (combining LZ77 and Huffman coding). Its maximum theoretical run-length encoding limit is 1032:1 for extremely repetitive identical bytes, because the longest single repeated sequence it can encode is 258 bytes using specific bit lengths

        Such compression relies on repeated information, something GTA certainly lacks when compared to Minecraft. Minecraft worlds are a different story given there’s like what? A few dozen or more block types? Most being stone, grass and sand.

        • DarkSirrush@piefed.ca
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          2 months ago

          Pretty sure unmodded has a few hundred worldgen block types now, and stone takes up a much smaller percentage than it used to.

          Modded can easily hit over 1000 worldgen block types.

      • LordKitsuna@lemmy.world
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        2 months ago

        A difference in the type of data. A Minecraft world is just a series of coordinates. There’s a lot of repeat data. It’s very easy to algorithm your way into something much smaller.

        Game data is textures, audio files, level maps, etc. Things that are not repeating data that can be easily condensed.