Blog at https://30fps.net/
Palette Programming: A Modern Guide to Color Quantization
paletteprogramming.com
It's a textbook on how to design palettes and represent images using them. Will be out this year. Code in Python & NumPy.
github.com/BoyBaykiller...
One interesting quote: "You may notice PreSplitting improves performance but increases the SAH cost. SAH is not a perfect predictor of performance."
github.com/BoyBaykiller...
One interesting quote: "You may notice PreSplitting improves performance but increases the SAH cost. SAH is not a perfect predictor of performance."
Gameplay video: youtu.be/aemLngAjEi8
ROM: codeberg.org/pekkavaa/Lie...
Gameplay video: youtu.be/aemLngAjEi8
ROM: codeberg.org/pekkavaa/Lie...
some fancy bits in here will be in the coming update, like the paintings and plaques
some fancy bits in here will be in the coming update, like the paintings and plaques
– Physics-based color repulsion
– Auto-detects muted vs vibrant bias
– Adaptive spacing to hit target count
– OKLCh color space (perceptually uniform)
Early Access: please break it!
chipper-otter-d6c600.netlify.app
– Physics-based color repulsion
– Auto-detects muted vs vibrant bias
– Adaptive spacing to hit target count
– OKLCh color space (perceptually uniform)
Early Access: please break it!
chipper-otter-d6c600.netlify.app
Palette Programming: A Modern Guide to Color Quantization
paletteprogramming.com
It's a textbook on how to design palettes and represent images using them. Will be out this year. Code in Python & NumPy.
Palette Programming: A Modern Guide to Color Quantization
paletteprogramming.com
It's a textbook on how to design palettes and represent images using them. Will be out this year. Code in Python & NumPy.
Developed by Andrew Spencer Studios.
Developed by Andrew Spencer Studios.
A short article about it on my site: 30fps.net/pages/doom-o...
A short article about it on my site: 30fps.net/pages/doom-o...
Instead of drawing sprites at each light source, full-screen subdivided plane with procedural vertex colors is rendered and blended with game frame.
#gamedev
Instead of drawing sprites at each light source, full-screen subdivided plane with procedural vertex colors is rendered and blended with game frame.
#gamedev
It's a common misconception that CIELAB will instantly improve palettes produced by the median cut algorithm. Unfortunately it's not that simple.
📜 30fps.net/pages/median...
It gets pretty technical but I added some context to the intro.
It's a common misconception that CIELAB will instantly improve palettes produced by the median cut algorithm. Unfortunately it's not that simple.
📜 30fps.net/pages/median...
It gets pretty technical but I added some context to the intro.
docs.python.org/3/reference/...
docs.python.org/3/reference/...