Chances are good that if you decide to make OpenGL calls directly, you have already thought about performance and efficiency. Optimizing VRAM use with texture atlasing is a good way to do that. In this article, I will talk about how to create really optimized textures. Continue reading “Optimizing Texture Atlases”
optimization
Reducing the Download Footprint
For a long time now, I have been thinking about what developers can do to reduce their app’s size. I’m not talking about the easy and obvious stuff like file merging and data compression, though we’ll talk about that in a future post. I’m talking about the extra steps developers can take that would really make a difference in their app’s download size. Continue reading “Reducing the Download Footprint”