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🎮 MBFA — Special Benchmark

MidManStudio · Game engine assets · 3D formats · Config · DixScript · Binary · MBFA Showcase

Build: #201
Branch: master
Commit: cab39fe6
Date: Wed Oct 14 01:32:30 UTC 2026
Special benchmark tests MBFA against game engine project files, 3D mesh formats, config and script formats, DixScript (source + compiled binary), PE/COFF assemblies, and dedicated Showcase files designed to exercise MBFA's strongest compression paths (repetitive blocks, sparse binary, tile-based game maps). All formats are compressed by MBFA, gzip, zstd, xz, brotli, and zpaq — then ranked.

The Direct File Test below lets you drop any file and get browser gzip stats instantly. MBFA in-browser compression requires the WASM build — see instructions in that section.
Files tested
—
across all categories
MBFA wins
—
best ratio per file
Roundtrips
—
all byte-verified
Avg MBFA ratio
—
vs original
Avg compress
—
MBFA ms
Avg decompress
—
MBFA ms
Results by Category
MBFA
gzip
zstd
xz
brotli
zpaq
C = compress ms   D = decompress ms

💡 Click any row for a full size and timing breakdown

📁 Direct File Test MBFA WASM not loaded

Drop any file to compress it locally. Browser gzip runs immediately via CompressionStream. MBFA in-browser compression requires the WASM build — see note below. Nothing is uploaded to any server.

📥
Drop a file here or click to browse
Any file type · Processed entirely in your browser · Nothing uploaded
⚠ MBFA WASM not loaded — in-browser MBFA compression is unavailable. Browser gzip results are still shown for comparison.

To publish the WASM build:
1. In GitHub open Actions → MBFA WASM → Run workflow, or push a commit whose message contains --wasm or --all
2. The workflow builds web/mbfa-wasm with wasm-pack, roundtrips test data through the real .wasm under Node, and only then copies mbfa.js and mbfa_bg.wasm to the gh-pages root
3. Reload this page — ../mbfa.js is picked up automatically

Contract this page expects: compress(bytes, maxFolds?) and decompress(bytes), both taking and returning Uint8Array.