Originally Posted by Old Pedant
Why do you think that is "efficient"???
It takes *TIME* to compress and uncompress.
Unless your DB table is huge, who cares about saving a lousy 8600 bytes or so per record????
Say you had 10,000 people playing the game at the same time, you'd be saving 86,000,000 bytes of disk space. Under 100 megabytes. On a disk that probably has hundreds of *GIGABYTES* of storage. Whoopee.
Most of the time, trading disk space for cpu time is a *good* tradeoff.
Which would be pretty trivial to do.
Heck, you could do an 8-to-1 compression just by using the bits in a string of bytes instead of using entire bytes.
Actually, I'm only 'loading' the maps once for all the players when the server is initialized. All the players are using the same maps collision grid.