vulkan_renderer
basis_universal
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vulkan_renderer | basis_universal | |
---|---|---|
1 | 15 | |
332 | 2,563 | |
- | 1.1% | |
1.8 | 4.7 | |
almost 2 years ago | 3 months ago | |
C | C++ | |
GNU General Public License v3.0 only | Apache License 2.0 |
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vulkan_renderer
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Compressed Texture Converter/Writer
Found some random code here, cannot vouch for it. https://github.com/MomentsInGraphics/vulkan_renderer/blob/main/tools/texture_conversion/main.c
basis_universal
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The Near-Lossless Image Formats Using Ultra-Fast LZ Codecs
The author of the OP also develops Basis, which is designed to take advantage of GPU texture compression formats. GPU formats have a fixed bitrate which makes them efficient to sample but not the most efficient to transmit, so Basis layers on a second level of compression that unpacks into a GPU texture.
https://github.com/BinomialLLC/basis_universal
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Why do games need so much RAM?
You might find https://github.com/BinomialLLC/basis_universal interesting :)
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Hello, PNG
Erm, aren't both WebP and PNG rather useless for games? How do you convert those formats into one of the hardware-compressed texture formats consumed by the GPU (like BCx, ETC or ASTC)? Without those you're wasting a ton of GPU memory bandwidth when sampling textures.
(there are some alternatives, like https://github.com/BinomialLLC/basis_universal, or http://www.radgametools.com/oodletexture.htm)
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Have any of the big game engines shown interest in JXL?
In addition to this, texture compression is optimized for random access and has to use a fixed amount of bytes per each block, but there is a possibility to further compress this during the delivery. This is called the supercompression and Basis Universal is a good example of this. JPEG XL is also based on tiles for parallel decoding, but those tiles are too large (128x128 minimum, compare with 12x12 maximum of ASTC) so it is not yet suitable for GPU as it stands.
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Brotli-G: A GPU compression/decompression standard for digital assets
Im interested to see what image format specific compressors go gpu. JpegXL, AVIF, WebP... who wants to show up & throw down? Or even just fastpng?
Meanwhile we dont really hear or regard many of the gpu-oriented compression techs. TIL Basis/KTX2 is itself zstd compressed (formerly LZ apparently?). https://github.com/BinomialLLC/basis_universal
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An efficient image format for SDL
You could check out Binomial's basis_universal. After Google bought them, they open sourced it and allowed use for free.
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Compressed Texture Converter/Writer
Another alternative you should consider is https://github.com/BinomialLLC/basis_universal
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What image formats do you support?
Simple, open-source, standardized and supports every GPU-oriented format around. And, built-in library support for https://github.com/BinomialLLC/basis_universal
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Rasterization in slow motion
Yep. That lib is great. And, similarly https://github.com/nfrechette/acl and https://github.com/BinomialLLC/basis_universal
What are some alternatives?
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
zig-gamedev - Main monorepo for @zig-gamedev libs and example applications
stb - stb single-file public domain libraries for C/C++
KTX-Software - KTX (Khronos Texture) Library and Tools
crunch - Advanced DXTc texture compression and transcoding library
acl - Animation Compression Library
qoi2-bikeshed - "Quite OK Image" version 2 discussions
bimg - Image library.
pics - File formats dissections and more...
libpng - LIBPNG: Portable Network Graphics support, official libpng repository