I've worked on (alleged) sota delta compressors before and was suprised how much code is needed here to enable OMP parallelism & LZMA compression. It could also just be the difference in delta technique, I will definitely look through it some more if I have the time.<p>For reference the tool I worked on (gdelta) is about roughly 700 sloc: <a href="https://github.com/i404788/gdelta">https://github.com/i404788/gdelta</a>
I'm sharing a tool that I have been working on in hopes that someone finds it useful. The tool serves the purpose of binary patching in game updates and personal incremental backups. Thanks to a different SA-IS algorithm and parallel compression of blocks, the diffing and patching is considerably faster compared to bsdiff or alternatives. This makes binary patching, in many cases, a viable option.