Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Heightmap compression with the tradeoff between precision and disk space #436

Open
Radivarig opened this issue Jul 28, 2024 · 3 comments
Open
Labels
big terrains Issues that need to be addressed for big terrains enhancement New feature or request idea Just an idea, may or may not be implemented low priority Low Priority
Milestone

Comments

@Radivarig
Copy link

Description

Heightmap compression sound useful for scaling regions if they are partially painted or with an acceptable loss of precision.
The video also shows a compression method that uses approximation of region subparts by storing them as slopes, which I find quite interesting.

Godot Compression Algorithm for Heightmap Terrain:
https://www.youtube.com/watch?v=5KkVftV-PTk

@TokisanGames

This comment was marked as off-topic.

@TokisanGames
Copy link
Owner

I moderated my tone a bit above. Thinking more about this, there's nothing in that video that is useful for memory savings, so this is only about disk space. I will rename the title as such.

We can't save more than 80-90 regions anyway, but once #374 is available, we'll be able to save 256 and eventually 2048. And disk space may be a growing issue. Godot already compresses resource files with Zstd, which is ok. We provide an option for lossy 16-bit saving as well. Another option can be useful.

We can explore the video creator's repository.

@SlashScreen Already started an implementation of improved disk compression. What's the status of that?
https://github.com/SlashScreen/hcompress

@TokisanGames TokisanGames changed the title [Feature Request] Heightmap compression with the tradeoff between precision and memory Heightmap compression with the tradeoff between precision and disk space Jul 30, 2024
@TokisanGames TokisanGames added enhancement New feature or request idea Just an idea, may or may not be implemented big terrains Issues that need to be addressed for big terrains labels Jul 30, 2024
@TokisanGames TokisanGames modified the milestones: Stable 1.0.x, Future Jul 30, 2024
@SlashScreen
Copy link
Contributor

oh yeah, I stopped working on it since it became clear #374 was more important/would have made compression easier. I still don't know for sure that it's even helpful, anyway.

@TokisanGames TokisanGames added the low priority Low Priority label Aug 14, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
big terrains Issues that need to be addressed for big terrains enhancement New feature or request idea Just an idea, may or may not be implemented low priority Low Priority
Projects
Status: Future Ideas
Development

No branches or pull requests

3 participants