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    Be warned: the main source code in the 'src' directory 
    is a real pain to understand as I've experimented with 
    hundreds of slightly different versions. It contains 
    many #if and some gotos, and is *completely optimized  
    for speed* and not for readability. Code sharing of the 
    different algorithms is implemented by stressing the 
    preprocessor - this can be really confusing. Lots of 
    marcos and assertions don't make things better.
Given the author's statements, I don't know that I'd feel comfortable using LZO in a production environment.


We used it in our games since Ultimate Spiderman. I've got assembly version working on the PS2 IOP chip (33Mhz, the chip used to run PS1 games, otherwise I/O and sound for PS2).

I've got 5mb/s decompressed data speed, so that was speeding our disk access. I had to tweak just a little bit the source code and make sure unaligned writes (4 bytes) were used and that made it x2 or x3 faster.




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