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Anatomy of a Texture (https://agentlien.github.io)

110 points by Agentlien 4 days ago | 16 comments | View on ycombinator

cubefox 4 days 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.

finn888 3 days ago |

Spent way too long trying to get a rusty metal texture just right in Unity once. The PBR pipeline is no joke.

essai57 4 days 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!

taylor-tg 4 days 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.

[0] https://en.wikipedia.org/wiki/List_of_505_video_games

augment_me 4 days ago |

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?

ethan-winters 3 days ago |

enjoyed this

undefined 4 days ago |

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cineticdaffodil 3 days ago |

[dead]

doormatt 4 days ago |

Fantastic read! Not even a hint of LLMisms.