Explaining my game engine in 2023 - Part6: HLSL waves + texture import pipeline

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Game Engine Series

Game Engine Series

Ай бұрын

✅ Support Game Engine Series / gameengineseries or ko-fi.com/gameengineseries
This video is a compilation of the bits in my
video series about game engine programming,
where I explain various aspects of my game
engine and other related subjects.
✅ Donations:
www.paypal.com/paypalme/arash...
ko-fi.com/gameengineseries
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✅ Twitter
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🐱 Mr. Frummel & Louis' unreal adventures
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💜 Big thanks to Tribal Elders:
Von Bismarck, Falcon1911, Lester Lin, Ashwin Mods, Zachary Shrout, Alexandru Iancu
💚 Big thanks to Chief patrons:
Simon, Eero Laine, deathcat00
🧡 Big thanks to Shaman patrons:
mg, Shaun Mitchell, Aiguo Wang, Talis Lincoln, Waterglass, Miime, Timmy Jenkins, Jonathan Davis
by Arash Khatami
-------------------------------------------------------------
#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries

Пікірлер: 3
@therealone19jshak
@therealone19jshak 28 күн бұрын
I dont understand how you don't have at least 100k subs!
@JustixLoL
@JustixLoL 27 күн бұрын
Thanks for sharing! So how much files you endup for one texture asset - it's original file + asset info + ready to use compressed (optionaly) texture file, so it's 3 (assuming no mipmaps were generated), right? 🙏
@GameEngineSeries
@GameEngineSeries 27 күн бұрын
The original file is not part of the game and won't be included. The imported texture with all its mip levels is saved in a single asset file along with additional information about the asset. So, it's just 1 file.
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