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8
votes
3answers
237 views

What is the state of the art at shipping game graphics such as lots of small BMP files?

We have lots of small BMP files which I think would be easier to copy if we had them combined in a big TAR/ZIP/whatever. What is the state of the art at shipping game graphics? We are using C# and ...
12
votes
1answer
285 views

What are the pros and cons of these voxel data file formats?

.VXL .VOX .KVX .KV6 .V3A .V3B I am trying to decide whether it's worth going with any of the above, or some other, or if I should roll my own. The deciding factors in order of importance are: ...
2
votes
2answers
242 views

State of the art in image compression?

I'm looking for good algorithms for compressing textures offline (ie decompressing them at install or load time, I know about using DXT/3DC to save runtime video memory, but these create awful visual ...
0
votes
3answers
160 views

Converting a Flash animation to Silverlight

I recently had an animated logo done in Flash for Deen Games. I need to display in all my Silverlight games. The problem is, the logo is about ~8 seconds long (205 frames); if I export all the images ...
0
votes
1answer
125 views

Game (X-Plane) boot/startup time / performance

I use X-Plane for my question but it also concerns probably every other flight-simulator or simulation game in general. When developing a plugin what bothers me most is the startup-time of the ...
2
votes
2answers
194 views

Optimal Compression for Speech

I'm designing a game that depends heavily on audio; I will have some 300+ speech files (most of them just a word or two long). This can very quickly escalate the size of my final game. What's the ...
8
votes
2answers
166 views

Compressing game save data

I'm writing a game that needs to save a lot of detailed data (exact trajectories of some entities) to an external file. I want to save drive space and bandwidth by compressing it, but I've never done ...
3
votes
4answers
240 views

Sanity checks vs file sizes

In your game assets do you make room for explicit sanity checks, or do you have some generally expected bounds which you assert? I've been thinking about how we compress data and thought that it's ...
10
votes
3answers
452 views

How on earth do you get decent color out of 2BPP?

I've been looking into PowerVR textures, and have run into several textures that are apparently 2 bits per-pixel. This, frankly, boggles my mind. How does one get even half way decent color ...
2
votes
2answers
494 views

Is there a command line ATI texture compression tool?

Is there a command line tool that can convert PNG and JPG files to ATITC compressed textures? I have my own export pipeline that converts all textures to PVRTC, ATITC, and DXT, so I have no use for a ...
4
votes
1answer
296 views

Ogre3D : seeking advices about game files management

I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for ...
2
votes
1answer
305 views

Does swf provide better compress rate than zlib for png image?

Somebody told me that when a png image is stored in swf, it's separated to several layer, hence the alpha channel can be compressed better. Is it true? Or, once png image is imported into a swf, it's ...
14
votes
7answers
1k views

'Binary XML' for game data?

I'm working on a level editing tool that saves its data as XML. This is ideal during development, as it's painless to make small changes to the data format, and it works nicely with tree-like data. ...