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Agentlien 4 hours ago [-]
I just uploaded a new article describing how a modern video game texture is stored in graphics memory, why it's done this way, and how it may differ between platforms.
It is called Anatomy of a Texture.
cubefox 36 minutes ago [-]
Suggestion: Adding dates to your blog posts would be helpful. The first sentence mentioned "last year" and I was confused what that meant since the post was undated.
Agentlien 15 minutes ago [-]
That's a great suggestion. I'll probably add that tomorrow.
taylor-tg 3 hours ago [-]
Really enjoyed this, refreshing to read something passionate and hand written. I had no idea how much complexity existed in something as innocuous as handling textures between platforms.
Also pretty cool getting a glimpse into the work 505 does helping developers get their games in front of more people. I had no idea 505 was the publisher[0] for so many recognizable titles.
Why not compress the texture using NTC, VAE-VQ or some neural codec into a general embedding space of uint8 and then just expand and create mipmaps and similar using the target hardware standard?
essai57 50 minutes ago [-]
Really nice article, thanks for writing it! I recently dabbled in some of this in connection with modding a game and there encountered the hierarchy you describe of mips, tiles, blocks and texels, so very relatable. Great write-up!
doormatt 3 hours ago [-]
Fantastic read! Not even a hint of LLMisms.
Agentlien 3 hours ago [-]
Thank you. I put a lot of care and effort into explaining my own insights the way I felt they needed to be expressed in my own voice. Letting a machine replace those words would have ruined that premise.
It is called Anatomy of a Texture.
Also pretty cool getting a glimpse into the work 505 does helping developers get their games in front of more people. I had no idea 505 was the publisher[0] for so many recognizable titles.
[0] https://en.wikipedia.org/wiki/List_of_505_video_games