Why You Should Use Texture Formats Instead of PNGs in Game Development
Are you shipping textures to players as PNGs? The goal of this post is to convince you that this is suboptimal, and walk you through a better approach.
Read the full articleYou might also wanna read
Watchdog – Convert
This post is one part of the Watchdog Series. Compression The next step is necessary because we had to use BMP (instead of PNG) as output fo
Render Hell – Book I
🇷🇺 Read in Russian 🇨🇳 Read in Chinese 🇻🇳 Read in Vietnamese This post is one part of the series “Render Hell”. Artists must be strong
AMD’s “PEPS” Research Pushes Neural Texture Compression Further, Cutting Model Parameters By 25% At Comparable Quality
“Applications of PEPS Beyond Neural Texture Compression Beyond neural texture compression, this new technique also has scope for use in SDF
How to build quality 3D characters within the constraints of mobile game fidelity
Oleh Bozhko, 3D Character Art Team Lead at Plarium, explains how to create 3D art when there are limited resources to work with.
Watchdog – Problems
This post is one part of the Watchdog Series. PNG Transparency I don’t know if this is the standard, but when our game stored a screenshot a

A Practical Guide to Using Vector Assets Across Web Project Stages
Introduction Modern web projects require a balance between speed, quality, and scalability. Whether a team is building a startup landing pag

Comments
Sign in to join the conversation.
No comments yet. Be the first.