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Apr 13, 2017 at 12:18 history edited CommunityBot
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
Feb 27, 2014 at 21:39 history edited leander CC BY-SA 3.0
add reference to the KTX file format
Aug 24, 2010 at 15:39 vote accept deft_code
Aug 21, 2010 at 21:48 comment added dash-tom-bang I would add that keeping the complexity outside of the engine doesn't necessarily mean that functionality isn't available to the engine. Keeping it separate though so it's easily divorced from the engine is key. I can't stress enough how useful it is to support hot loading of assets, i.e. reloading things on the fly. This too can bring a lot of complexity into your system though so you'll want to make sure it's built in such a way that the game doesn't need to care about where the assets are coming from.
Aug 21, 2010 at 19:31 comment added Chris Howe "I'm sure others will have lots of other suggestions" MFC! :) Or perhaps OpenIL. I think one of the important points about baking assets into platform-specific formats is that as you add more source formats and more platforms the number of combinations will explode. Converting the source assets into an intermediate format and then converting that into platform-specific formats will cut down on the number of conversion routes. Add another source format, just write a converter to the intermediate format. Add another platform, add a baker to that platforms target format.
Aug 21, 2010 at 18:40 comment added leander Don't so much build your own image format as get the image into the exact format that DirectX, GL, or whatever you're using wants. =) As far as libraries go: there are a ton out there. For tools, I tend to just use the ImageMagick ( imagemagick.org/script/index.php ) library stuff or even the programs... The ImageMagick code is old-school and a bit ugly, but pretty fast, flexible, and road-tested. I'm sure others will have lots of other suggestions; if you're using e.g. C# for your toolchain, a lot of this stuff will already be built into .NET libs...
Aug 21, 2010 at 18:23 comment added deft_code Great stuff thanks. I had never considered building my own easy to load image format. Is there an already built minimal texture loading library. Then again it's basically a stream of bytes with a width, height, and encoding(ie GL_RGB555).
Aug 21, 2010 at 17:52 history answered leander CC BY-SA 2.5