The standalone app is able to read in the ~400MB of raw world data and save it as a ~20MB optimised and compressed file, which can then be placed along side the web app.
I saw that Eskil had a similar viewer in his own box of development tools and I really liked the look of it, nice to see you can do the same with 3rd party software.
Have you got any specific use cases for it? Or was this just an exercise?
My understanding is the actual world state that is transferred across the internet is ~300KB. The Love client has all the meshes and the logic to build the world mesh from that world state. It is a pretty big mesh all up - over 2 million vertices - and that’s just a simplified mesh which we get at the moment. The full version is supposedly double that.
When you save the content, it comes out as an obj file (which is an plain text mesh format, ~260MB) and a tga which I use for the overlay map (another ~140MB). There was a lot of room for improvement by at the very least changing to a binary format for the mesh, throwing away white space in the tga, and only saving a single colour channel from the tga.
Well, it was mostly an exercise originally. It can be a useful aid when playing the game though - you can use it to work out the location of ai settlements for instance, or work out the coordinates for teleporters. Or look for nice locations for starting settlements.
Potentially the export from client → conversion to compressed format → upload to website could be automated in the future, resulting in a web embedded map that is updated every half hour or so.