Compression and space

Back when I was in my making games mode years ago, I was interested in space. Specifically data storage.

Blitting images to the screen as quickly as possible to keep the frame rate consistent was a thing. Texture images are pre-created. Then there’s the concept of generating textures as the program was executed. This was how demos pack data into a small space.

I was studying fractals then, the iterated function system was a thing. I found it a pain to implement though…

And then I was interested in having moving images in my game engine. Packing movies was way harder than images.

Due to the copyrights of all the video formats, in my infinite wisdom, I decided to create my own. I mean, it’s a series of images, right?

The resulting customised movie file was just slightly larger in size than the QuickTime .mov format. I took that as an encouragement. I’ll tell you what I did next time.

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