No Game Engine Game Dev: Word Sleuth 104: Decoding QOI for Textures.

23 hours ago
1

Streamed on 2024-12-23 (https://www.twitch.tv/thediscouragerofhesitancy)

Game Engines are for sissies!

We have QOI encoded in our executable. But the executable doesn't decode QOI. So that is the main task for today. I put the necessary calls to decode the QOI data in the Window (for the application icon) and in the Texture constructor. That was it. It worked pretty easily.

Once that was done I did some refactoring of the QOI to make it better. I am embarrassed at how long it took me to find a copy/paste error that was corrupting the QOI encoding process. Once found, I felt much better about the QOI code quality.

Lastly was reducing the number of lines of binary data was encoded in the Warehouses. Up to now we had the binary data stored in string literals of escaped octal "\000" which requires for characters per byte of binary data. By looking for printable characters and using them when possible we reduced the Warehouse file sizes by about 500,000 lines of code. Not too shabby.

And with that, we are at the end of an era. After 104 coding sessions there is no more code to stream. All that remains is integrating any new art or music that comes in, build a website, make a game trailer, update screenshots and then launch the game. The end is in sight.

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