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<title>Ace of Spades Game Forums &#187; Topic: Compressing Voxel Files</title>
<link>http://forumarchive.spadille.net/</link>
<description>Ace of Spades Game Forums &#187; Topic: Compressing Voxel Files</description>
<language>en</language>
<pubDate>Wed, 13 May 2026 16:44:45 +0000</pubDate>

<item>
<title>MegaDeuce on "Compressing Voxel Files"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4744#post-69767</link>
<pubDate>Mon, 08 Aug 2011 20:53:56 +0000</pubDate>
<dc:creator>MegaDeuce</dc:creator>
<guid isPermaLink="false">69767@http://forumarchive.spadille.net/</guid>
<description><p>Interesting... makes alot more sense than what I said.
</p></description>
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<item>
<title>hompy on "Compressing Voxel Files"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4744#post-69733</link>
<pubDate>Mon, 08 Aug 2011 20:24:42 +0000</pubDate>
<dc:creator>hompy</dc:creator>
<guid isPermaLink="false">69733@http://forumarchive.spadille.net/</guid>
<description><p>In practice it's more like 512*512*64 bits for the geometry or "is this air" array, then a hash map for the colors.</p>
<p>Even if you were to just naively dump the uncompressed map data you wouldn't save the coordinates, as they are implied in the format (x=1 comes after x=0, y=1 comes after x=512, etc)
</p></description>
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<item>
<title>MegaDeuce on "Compressing Voxel Files"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4744#post-69711</link>
<pubDate>Mon, 08 Aug 2011 19:52:52 +0000</pubDate>
<dc:creator>MegaDeuce</dc:creator>
<guid isPermaLink="false">69711@http://forumarchive.spadille.net/</guid>
<description><p>Thanks Hompy! Wow, imagine the possibilities for that unused alpha channel (variable block toughness, partial transparency, etc)</p>
<p>So on a 512x512x64 map without compression that should be </p>
<p>-6 bits for the z coordinate<br />
-9 bits each for the x and y coordinates<br />
-1 bit for "air" or "not air"<br />
-32 extra bits for surface blocks</p>
<p>=25 bits per hidden/air voxel, 57 bits per surface voxel</p>
<p>Is that about right?
</p></description>
</item>
<item>
<title>hompy on "Compressing Voxel Files"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4744#post-69661</link>
<pubDate>Mon, 08 Aug 2011 19:09:08 +0000</pubDate>
<dc:creator>hompy</dc:creator>
<guid isPermaLink="false">69661@http://forumarchive.spadille.net/</guid>
<description><p>Surface voxel color is 32 bit ARGB, so there's an unused alpha channel in the map format. The server however discards the alpha and only sends RGB to clients.</p>
<p>Each z column in a vxl file is RLE compressed, but this isn't very efficient in cases like the Garage map where there's air in between each floor.
</p></description>
</item>
<item>
<title>CaptainOAP on "Compressing Voxel Files"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4744#post-69610</link>
<pubDate>Mon, 08 Aug 2011 18:32:22 +0000</pubDate>
<dc:creator>CaptainOAP</dc:creator>
<guid isPermaLink="false">69610@http://forumarchive.spadille.net/</guid>
<description><p>What do you mean? Like, are the skins stored like Minecraft in a png? If so, it's not, they're stored in a kv6 file, editable in Slab6.
</p></description>
</item>
<item>
<title>KomradeTyler on "Compressing Voxel Files"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4744#post-69609</link>
<pubDate>Mon, 08 Aug 2011 18:32:08 +0000</pubDate>
<dc:creator>KomradeTyler</dc:creator>
<guid isPermaLink="false">69609@http://forumarchive.spadille.net/</guid>
<description><p>All the information for a voxel would need is, position on xyz axis, and colour.
</p></description>
</item>
<item>
<title>MegaDeuce on "Compressing Voxel Files"</title>
<link>http://forumarchive.spadille.net/topic.php?id=4744#post-69607</link>
<pubDate>Mon, 08 Aug 2011 18:28:57 +0000</pubDate>
<dc:creator>MegaDeuce</dc:creator>
<guid isPermaLink="false">69607@http://forumarchive.spadille.net/</guid>
<description><p>How are the voxel files used in AoS stored? Are the file formats like 3D bitmaps, or do they use some sort of lossless compression technique (like a 3D png)? </p>
<p>-If it's like a 3D bitmap, how many bits are used per voxel? I know that 16 bit color data is stored in .vxl files (for surface voxels at least), but maybe there's some sort of transparency channel? </p>
<p>-Do the "bits per voxel" rates go up for files with very large dimensions?</p>
<p>-Is anyone working on a 4-dimensional voxel format yet??
</p></description>
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