Jpeg xl is definitely interesting, but it needs more support. Chrome won't show them by default (have to turn on a flag, why?) and Firefox only allows them in nightly builds, not the standard release.

QOI can handle 4,294,967,296 x 4,294,967,296 images. 🙂
(Although that would require something like 72 exabytes for 32bit colour without compression)

    That's ... a lot. Just thought that there's a lot of dust to clean in my room, but that's just nothing in comparison.

    16k, max on most PC graphics cards, is already a Gb without compression. Humongous amount of data to move around, so always squeeze it out 🗜️

    And for my project I need lossless compression, no fine print. Not 'visually' or 'mathematically' because what if epsilon is a large number ? 🧐

    Nice Sunday everyone!

      Kojack Jpeg xl is definitely interesting, but it needs more support.

      Well yes. The spec was finalized in 2021, but even the reference implementation on Github is not finished. There is some beta support (mostly if you build source yourself, like for GIMP, Firefox, etc.) but I think this has more to do with the reference code not being stable. I would expect things will be rolled out later this year. And the spec is final, so people could write their own implementation or whatever. But it takes time. As I said, the spec wasn't finalized until October of last year. But seeing as it has HUGE benefits for web development, I expect the adoption to be quick. WebP is good, but I think being backed by Google made people wary, just like Apple's formats haven't gone far beyond Apple products, but JPEG XL is a standard and royalty-free with a BSD license.

      Pixophir And for my project I need lossless compression, no fine print. Not 'visually' or 'mathematically' because what if epsilon is a large number ?

      JPEG XL can do lossless, at 35% smaller than PNG. You can also store 32-bit floats in each channel, so it has way higher precision than most other image formats (unless you include working directly with GL/DX).

      In my case it is not so much about fine grained precision (I have only uint16_ts) but stability to avoid artefacts.

      I certainly will have a look once it is stable and in the Debian reps and has a reasonable documentation. PNG is by no means the best solution, and 35% better compression is quite a carrot to run after. I know now whom to contact when questions arise :-)

      5 days later

      Gonna try to start making a mobile game tomorrow. Could really use an extra income source. Something simple, but fun and with good heart put into it. Maybe i can sell some bonus levels for it.
      I might post my progress somewhere. Im not sure where 🤔.

      A platformer splatter, a splatformer ? Muahahaha :-)

      I only fear most gamers just don't care about the doings. I am only personally affected when KSP2 is released, practically the only game I am/was waiting for.

      They were public, still are now in the new company. But the shady doings will probably not stop but spread further, can't stop thinking even about political aspects.

      cybereality Farewell, Unity. I have learned a lot from work with you.

      Now I have to re-purchase all my assets elsewhere...

      cybereality https://www.pcgamer.com/unity-is-merging-with-a-company-who-made-a-malware-installer/

      Looks like Unity is over. Expect a LOT more people coming to Godot very soon...

      The thing I find the most sad about this is that the merge/acquire was right after they (Unity) let go of a bunch of their employees. They seem to have the money that they could have, at least from a theoretical monetary perspective, kept the employees and been able to pay them, but… I digress.


      A totally different aside: I’ve been slowly trying to wrap my head around efficient peer-to-peer networking setups, but it is confusing. Payload size isn’t nearly as much of an issue as I thought it might have been, but instead it is latency. Even with smoothing and interpolation between packets, things are still a little laggy visually. I’ve read the way around it seems to be sending data so you can predict where the player will be going next, which can be as simple as passing the velocity or as complex as pooling the player’s recent input and then trying to guess their next input from that.

      All of this has given me a new appreciation of all the multiplayer games I’ve played. I’m just working on a 2 player project, I cannot imagine the immense complexity of trying to program the networking for something like a MMO or a battle-royal game.

        cybereality

        After reading the article, I think you're overreacting. The malware they mention was adware, which lots of "legitimate" companies produced, and they seem to be past that now and mostly into advertising. Getting more advertising experience is likely to make unity more attractive to developers who just want a really easy way to cash in.

        I wouldn't like it, but I didn't like unity to begin with. 🙂

          TwistedTwigleg

          I'm of the opinion that the secret to making a good networked game is getting the software to lie convincingly about what happened. As long as each player sees something reasonable, who cares if they all see the same thing at the same time. Einstein would approve.

          I was in a love-hate relationship with Unity, TBH. It's sad to see it change and all. What I didn't like was how those who couldn't/didn't pay for stuff was usually kept in the dark. Plus, the tuts they offered for free were not up-to-date. I liked how easy it was to whip up a game with it using assets from their store, and I also made and published my very first game with it. It wasn't really that great, but it was a huge step.

          Some doubted that I would get that far, it was awesome when I managed to officially correct them.

          Alright, so this is about my player blinking to indicate invincibility.

          Right now, I'm using AnimationPlayer to make visibility on and off.

          It's just... well... the node tree.

          Normally, it should be either AnimatedSprite or AnimationPlayer + Sprite. Here, I use both of them (AnimatedSprite for explosion effect and AnimationPlayer + Sprite for blinking).

          I did try to use only AnimationPlayer + Sprite, but when changing texture using keys, the texture is just... gone.

          Maybe because the explosion sprites are on different files, it doesn't want to work.

          Assets:

          • Ships
          • Tiles <- The explosion sprites are here.

          So in the end, I have to use both methods. Though, I feel it's not efficient.

          duane Everyone pretty much knows adware is the way to go for indy games. They can probably sell a few on steam, but mostly people don't want to pay for indy games.

            I wouldn't be so keen on getting my game flagged by Windows Defender or MalwareBytes. Not a good look.

              fire7side Everyone pretty much knows adware is the way to go for indy games.

              A highly debatable statement.

                My bet is we'll see if that statement is correct or not depending on how well Unity does now that it has merged. Makes me full of idle curiosity.