Went to get some beef jerky, since I was in the mood for something extremely meaty and salty. My usual scan of the prices and sizes showed that they had new 5.2oz packages (the usual is 4.0oz). Why? Well, I finally noticed some text on the top: "Hulk-sized pack! 30% more free!" And then I noticed the little Hulk in the bottom-left, with the text "HULK UP on Protein. Forget the Fat."
Yay! 30% more!
I'm still not gonna see the movie. :P
I was playing around with the idea of setting up a Windows port of bzip2 with a pretty GUI and everything. bzip2 was (theoretically) the latest-and-greatest compression algorithm, capable of providing smaller files than any other major algorithm and so on and so forth. And, yes, it seemed pretty clear to me that it was smaller than .tar.gz and .zip - how wonderful, it really is better!
A few tests confirmed this. A test file compressed with gzip came out to 318kb. .zip provided 308kb. bz2 did 189kb. w00t!
I tried rar. 142kb.
Compressing a somewhat-random sample from my hard drive yields 301mb for RAR and 312mb for bz2.
So much for bz2.
. . . actually, I've got a few ideas that might be able to give significantly better compression than the Linux utility. But maybe I'll play with it more later. :P
I'm reading through a few Gamasutra articles about remote contracting, and one of the things they bring up as a problem is working hours. I know full well that this can be a problem even without having people halfway across the globe :P But what they're describing . . . well, it doesn't seem to happen here, and I'm trying to figure out why.
See, what they're talking about is when a programmer across the globe checks in some chunk of code that breaks things, that makes the game unplayable. And, yeah, we've had people check in code that broke stuff, but generally, when someone breaks the game, we fix it. If it's not our code we pass it off to whoever we can, but if nobody's around who knows the code, it's time to just buckle down, figure out what's wrong, and make it right.
And generally, this isn't hard. We can use sourcesafe to figure out what changes were made and either reverse them temporarily or figure out what went wrong in them to break things. In fact . . . it's never been hard. Sure, sometimes we waste a few hours, but it's usually not so bad . . . so what's the problem?
Maybe everyone at Snowblind just rocks. :P