Re:Overfitted a 900KB Transformer to Compress a 100MB CSV in...
by purple-leafy on Friday June 26, 2026 @12:45AM
(#48682417)
$3000 bill wow!!
Clever insight :) yes a specialised solution usually wins! Good effort
Did you end up publishing your game?
Re:Overfitted a 900KB Transformer to Compress a 100MB CSV in...
by andai on Friday June 26, 2026 @05:50PM
(#48692432)
My game has been in development hell for several years. I've worked out most of the single-node issues and now I'm working out how to scale it to multiple nodes. (It is embarrassingly parallel, but I am embarrassingly stupid!)
Meanwhile I'm learning how to ship a trivial single player game -- I went with Pong, and it turns out polishing Pong and getting it ready for mass consumption is a surprisingly labor-intensive endeavour (yes, even with the fabled miracle machine assistants!)
But, it should probably be online by the end of July. Like, for real this time :)
What are you working on?
Re:Overfitted a 900KB Transformer to Compress a 100MB CSV in...
by purple-leafy on Saturday June 27, 2026 @04:41AM
(#48696356)
I hope you can get around to shipping!
I’m working on a game engine/platform and my first game on the engine.
Lots of compression work so that I can fit the games into qr codes which I’m super stubborn about achieving and finally achieved for 30 minute+ games for N number of players
I started looking into diffing the state, compression, etc... until I realized, wait a minute! My player movement is linear so I only need a packet for start and stop! And so I achieved near infinite efficiency improvement :)
I think the word is... a specialized solution can beat a general one.
Also, "remembering what the program actually needs to do, and just making it do that"... I de-pessimized the netcode: https://youtube.com/watch?v=pgoetgxecw8