Geolm
geolm.bsky.social
Geolm
@geolm.bsky.social
Team lead in the video game industry, in my spare time : saxophonist/composer, chess patzer, pixelart lover. All expressed opinions are my own.
currently no, TBH it's not planned since my goal was to have a quick way to export video from my games/renderer. Feel free to fork the repo and add the features you need.
November 21, 2025 at 2:09 PM
Also, there’s a benchmark in the repo at /test/benchmark.c that profiles BC1 crunch/decrunch—make sure to compile with optimization flags.
November 19, 2025 at 10:27 AM
I’ve updated the BC4 algorithm and I’m curious whether it improves the compression ratio on your textures as well. For reference, my AO/displacement map went from 1.051032 to 1.211644 (a 15.3% gain). I have still some ideas left, I will try to continue to improve more.
November 17, 2025 at 12:13 PM
Update, I changed the heuristic for BC4 streams, went from an average ratio of 1.051032 to 1.211644. Tested on AO, displacement map (check textures/bc4 folder)
November 17, 2025 at 12:09 PM
Thanks! I haven't had time to profile decompression yet, so that measurement is really helpful. Would you mind if I add that number to the project page?
November 17, 2025 at 9:51 AM
Thanks for the feedback! I agree on BC4/5 — right now it’s a bit hit-or-miss and too dependent on input noise. The algorithm still needs improvement there. I’m currently building a BC5 test texture set, which should help compare different approaches more reliably.
November 17, 2025 at 9:48 AM
Don't hesitate to message me if you find a bug or if you have a question or feedback. I will update the readme with the BC4 benchmark soon.
November 15, 2025 at 4:47 PM
thank you for the feedback :)
November 11, 2025 at 9:54 PM
Yes brute may work, but actually I'm trying to achieve good performances and use the "right" amount of sdf shapes. My test involved a bit, now I'm using capsule (blue)+box (green, for the sharp endpoints) and biarc (red). Still to handle the worst case (all control points colinear though)
November 3, 2025 at 8:01 PM
bsky only used the first image of my apng so let's use gif like it's 1998
November 3, 2025 at 4:31 PM
it's "only" cats, imagine kids around waiting for you to entertain them all day :'(
October 24, 2025 at 9:56 AM
By the way, the images only contain circles. Circles of the same color blend together using smoothmin. Each “splat” has its own alpha value and blends with what’s underneath.
October 22, 2025 at 2:55 PM
yes, good catch! I've updated the readme with a new section for integration. Hope it clarifies the interface a bit. Don't hesitate to poke me if you have any questions.
October 15, 2025 at 11:18 AM