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This document attempts to be a learning reference to ‘attack’ compression in a game, from start to finish, with all the (minimum required) theory followed by practical examples. All of the steps and explanations are applied to an actual project with actual screenshots of the project. References will be given when required, you can use them to dive deeper. But rest assured, you will only need the tools used in each step to follow along. You can just read this paper without any extra material if your only goal is to learn about the process. You must know that each […]
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