2 ms·
> I would bet that these days, generating or decoding PNGs is the bottleneck almost nowhere The bulk of my game's startup time is spent decoding PNGs via libpn
by smcameron 3y ago
> I would bet that these days, generating or decoding PNGs is the bottleneck almost nowhere
The bulk of my game's startup time is spent decoding PNGs via libpng. There are some alternatives to libpng like fpng[1], or alternate image formats like QOI[2]
These both exist because png is slow and/or complicated.
[1] https://github.com/richgel999/fpng https://github.com/richgel999/fpng
[2] https://github.com/phoboslab/qoi https://github.com/phoboslab/qoi (discussed here: https://news.ycombinator.com/item?id=29661498 https://news.ycombinator.com/item?id=29661498)
- doophus 3y agoMost games ship textures in a GPU-friendly format such as DXT to avoid problems like this.