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It sounds like the goal was to reduce the entropy of the code as much as possible, to within whatever the windows of the algorithm were set to.

I've seen similar ideas in the demoscene 4k competition world, where code and music is arranged to have as many repeating self-similar patterns as possible so the executable compressors can shrink them optimally.



...and reordering vertex data in chunks of only x-coords followed by chunks of y-coords followed by z-coords for the same reasons.

"Farbrausch" and their series of Fr-X "small" demos would be one example of this kind of "entropy trickery"

http://www.pouet.net/groups.php?which=322

The next target for crunching would be to minimize the actual amount of code given to the browser to execute, versus maximizing the compression ratio only (which is "just" correlated to the running "code" size)




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