Richard Geldreich's Blog

Co-owner of Binomial LLC, working on GPU texture interchange. Open source developer, graphics programmer, former video game developer. Worked previously at SpaceX (Starlink), Valve, Ensemble Studios (Microsoft), DICE Canada.

Monday, October 26, 2015

Patching related papers/links

I've been reading up on any available patching (delta compression) related literature:

Papers:

A Linear Time Constant Space Differencing Algorithm

Differential Compression of Executable Code (behind paywall)

Engineering a Differencing and Compression Data Format

Matching with Mismatches and Assorted Applications

Naive Differences of Executable Code

ZDelta: An efficient delta compression tool

File System Support for Delta Compression

Algorithms for Delta Compression and Remote File Synchronization

In-Place Reconstruction of Delta Compressed Files

Delta Algorithms: An Empirical Analysis

Lossless Compression Handbook - Chapter on LZ77 Delta Compressors

Compressing Differences of Executable Code 

Programs/links:

vcdiff, RFC-3284

bsdiff

minibsdiff - bsdiff in library form

xdelta

jdiff

Microsoft's binary patching tools (mspatcha, mspatchc)

Microsoft Delta Compression API

LZX Delta Compression

edelta

Generic Diff Format Specification

Compression Related Projects - With links to various patching tools

zdelta - Based off zlib

rdelta

diffball delta compression framework

libxdiff

Google: Software Updates: Courgette

On Binary Delta Algorithms

Posted by Rich Geldreich at 5:38 PM
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About Me

Rich Geldreich
Seattle, WA, United States
Back in the day I worked for several years at Digital Illusions on things like the first shipping deferred shaded game ("Shrek" - 2001), software renderers, and game AI. Then, after working for Microsoft at Ensemble Studios for 5 years as engine lead on Halo Wars, I took a year off to create "crunch", an advanced DXTc texture compression library. I then worked 5 years at Valve, where I contributed to Portal 2, Dota 2, CS:GO, and the Linux versions of Valve's Source1 games. I was one of the original developers on the Steam Linux team, where I worked with a (somewhat enigmatic) multi-billionare on proving that OpenGL could still hold its own vs. Direct3D. I also started the vogl (Valve's OpenGL debugger) project from scratch, which I worked on for over a year. In my spare time I work on various open source lossless and texture compression projects: crunch, LZHAM, miniz, jpeg-compressor, and picojpeg.
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