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Ludicon 创始人回顾独立经营四年的历程:在游戏行业裁员与引擎整合的逆境中坚持纹理压缩中间件研发,并分享 AI 工具如何大幅提升个人开发效率,但坦言商业上仍未达预期。
An article from 1995 exploring the use of Haar wavelets for multiresolution analysis and compression of low-contrast textures in a 3D polygonal game engine, addressing memory constraints and mipmap storage challenges.
This blog post details the complexity of texture memory layouts in gaming platforms, explaining block compression, texel ordering, and platform-specific differences encountered during game engine porting to consoles.
This technical blog post explains why the ASTC texture compression format uses integer sequence encoding (ISE) instead of simpler prefix coding. It compares the efficiency of ISE to prefix codes for small integer ranges, showing that ISE's savings are modest but still worthwhile in certain contexts.