• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
  • entries
  • comments
  • views

Antialiasing source textures

Sign in to follow this  
Followers 0


This is almost too obvious to be worth pointing out, but no amount of clever tricks like bilinear filtering and mipmapping will help if your input data is itself already aliased!

Yet the example texture used in my previous post had nasty pixelization along the diagonal black lines:


I can improve this just by editing the source image in a paint program:


Compare these two versions at original size:

1817.image_5F00_76CFF670.png 6607.image_5F00_28C796FB.png

When a sprite is drawn without any resampling (at an integer pixel location, with no scaling or rotation) the resulting image is an exact copy of the source data, so it is obviously important that this source data contain as little aliasing as possible. Perhaps less obvious is that manually antialiasing my source data also helps when the texture is resampled. In mathematical terms, by smoothing the diagonal lines I have reduced the amount of high frequency information in my source signal, thus gaining more headroom to resample this signal before I will run into the Nyquist threshold and encounter aliasing.

Simple moral of this story: high quality antialiased textures are better than crappy ones with aliasing problems :-)

Alternative moral for those who find themselves suspicious of oversimplification: if you find yourself with the occasional texture that just won't stop aliasing no matter what you do, consider applying a blur to the relevant source images. Blurring removes high frequency data, which shifts the Nyquist threshold, which may be enough to fix the aliasing. This can obviously be taken too far (it's no good if we fix aliasing by making everything blurry!) but the occasional subtle blur, judiciously applied, can be a valuable weapon in the antialiasing arsenal.



Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now