Something Like Games | Using graphic formats correctly in game development
Which graphics formats are suitable for which steps in game development? A structured overview from texture creation to engine import and runtime.
I just finished my next article. After so many Linux articles, it's time to get back to the original topics: www.somethinglikegames.de/en/blog/2026...
I'm curious to see how much I'll have to correct in the next few days 😄 So feel free to correct me
#GameDev #Graphics #Textures #Pipeline
14.02.2026 19:49 — 👍 4 🔁 2 💬 0 📌 0
The curios case of Unreal’s slow asset reimport notification
If you are reading this blog, there is a good chance that you are also an Unreal Engine user. Which also means, that you have probably seen this innocuous looking notfication: This notification is …
It's been a while since my last Unreal Engine optimization article, so it's nice to have an impactful change to write about for my newest: Figuring out why the automatic asset reimport tanks the framerate (and how to fix it):
larstofus.com/2026/02/14/t...
#ue5 #gamedev #optimization #superluminal
15.02.2026 12:56 — 👍 12 🔁 2 💬 1 📌 0
Spore (Feb 19, 2008 prototype)
A build of Spore dated Feb 19, 2008, six months before the final build, with numerous differences to the final and many debug tools.
TIL that a advanced version of Spore (2008) was leaked this year, including the full debug symbols(!)
This means reverse-engineering the game should be much easier now and we have a (very small) chance to see an OpenSpore project somewhere in the future 🙏
hiddenpalace.org/Spore_(Feb_1...
09.02.2026 19:51 — 👍 3 🔁 0 💬 0 📌 0
When you import 56 KB of icons into Unreal to get 3.7 MB of uassets 😵💫
Obviously 3.7 MB of assets are not a problem worth investigating, but at the same time a size increase to 6600% seems too weird to not look into... 🧐
05.02.2026 09:48 — 👍 4 🔁 0 💬 1 📌 0
Oh, I think I seen that before but forgot about it since at that time I was a Windows user only. Will give it a try👍
02.02.2026 10:57 — 👍 1 🔁 0 💬 0 📌 0
I just learned after writing the article that Kubuntu in fact does have a swap space, but it's set to 1GB by default, which seems way to low for me. And changing it's is seemingly more complicated than under windows, because it uses it's own partition, but at least it's fixable :)
02.02.2026 10:56 — 👍 0 🔁 0 💬 0 📌 0
Yes, the changeable swap size was mentioned a lot to me, but it's wild to me that the default is apparently set to just 1 GB 😵💫
When working with Unreal, 16 GB is actually a really low amount, the official recommendations start at 32 GB and go up to 256 GB for heavier workloads
02.02.2026 10:52 — 👍 2 🔁 0 💬 1 📌 0
I tried to use Unreal on Linux… it’s rough
Like most game developers, I am mainly a Windows user. Not so much by choice, but just because it is the default that most tools and basically all the games are developed for. That being said, I al…
New blog post!
Game Development, no matter the engine was always a very windows-focused industry. But in recent years, things started to change, with more and more tools offering native Linux support, even Unreal.
So I finally decided to give it a try:
#ue5 #gamedev larstofus.com/2026/01/31/i...
01.02.2026 11:39 — 👍 27 🔁 4 💬 7 📌 0
I already released the energy saving plugin for Unreal a few weeks ago, and really wanted to give some info on how it works and the motivation behind it, so here's a new blog post:
haukethiessen.com/introducing-...
#gamedev #Unreal
28.01.2026 21:43 — 👍 14 🔁 7 💬 0 📌 0
Nope, I can write my own bugs.
25.01.2026 11:00 — 👍 3 🔁 0 💬 0 📌 0
Good to see I'm not the only one 😀
10.01.2026 16:46 — 👍 0 🔁 0 💬 0 📌 0
I was todays years old that you can write 'and', 'or', and 'not' in C++ instead of &&, || and !.
I will probably never do it, since it looks extremly wrong to my eyes, but objectively this seems to be the more readable/clear option.
10.01.2026 15:57 — 👍 2 🔁 1 💬 3 📌 0
A cropped screenshot of an out-of-memory-warning shown by Ubuntu.
I'm currently trying to use Unreal on Linux. It's a bumpy ride so far, in part because I am only using an older laptop for this test and 16 GB RAM is CLEARLY not enough anymore. My experience can be summarized in one single picture.
05.01.2026 19:37 — 👍 2 🔁 0 💬 0 📌 0
Cropped screenshot of Git Cola: A dialogue that asks for a username, but labels the text field for this username as "Password", including a "Remember password" checkbox.
I'm currently trying some different git clients. Git Cola surely wins the award for most confusing login process (so far). This is how it asks for the username:
04.01.2026 13:34 — 👍 4 🔁 0 💬 0 📌 0
At least it was a one-line fix: github.com/EpicGames/Un...
03.01.2026 12:03 — 👍 1 🔁 0 💬 0 📌 0
Fun fact: Since 5.4, Unreal refuses to rename widgets in the UMG editor if the old and the new name only differ in case.
So renaming a "textLabel" to "TextLabel" is impossible. But renaming it via a third name works "textLabel" -> "SomeLabel" -> "TextLabel"
03.01.2026 11:57 — 👍 3 🔁 0 💬 1 📌 0
A cropped screenshot from the game "Necromunda: Hired Gun", showing an input prompt: "[ESC] Confirm"
There should be a law against binding a confirmation action to the escape key (Seen in Necromunda: Hired Gun)
01.01.2026 11:33 — 👍 4 🔁 0 💬 0 📌 0
I just saw his linkedIn-update, and luckily you are right, he confirmed that this isn't planned now.
It's still annoying that he frames it as people reading between the lines if his original (and still available) post clearly states the opposite :/
24.12.2025 08:15 — 👍 2 🔁 0 💬 1 📌 0
Microsoft is using AI to purge C and C++ from its codebase by 2030
Microsoft is leveraging AI agents to automate the massive task of migrating its legacy codebases to the more secure Rust language.
Ok, that's enough! Microsoft wants to REPLACE it's ENTIRE codebase over the next four(!) years... Even without using hallucinating AI this would be a stupid idea beyond comprehension!
Any suggestions for an easy-to-use Linux distribution I can switch to?
www.windowscentral.com/microsoft/wi...
23.12.2025 20:49 — 👍 4 🔁 0 💬 1 📌 0
Just submitted the latest update to the Mip Explorer🥳. It can now calculate the information density per axis. Very helpful to reduce the size of anisotropic textures without losing critical details!
github.com/HaukeThiesse... #gamedev
15.12.2025 07:35 — 👍 11 🔁 3 💬 0 📌 0
From profiling to kernel patch: the journey to an eBPF performance fix | Ritesh Oedayrajsingh Varma
A story about how an innocent profiling session led to a change to the Linux kernel that makes eBPF map-in-map updates much faster.
New article! What do you do when profiling your code shows the slowdown isn't in your code, but deep in the kernel? Why, you grab the kernel source and go spelunking.
How a routine profiling session turned into a Linux kernel patch: rovarma.com/articles/fro...
11.12.2025 13:39 — 👍 30 🔁 12 💬 1 📌 1
Pixels don't have to be square. For anisotropic textures, it can make sense to use different resolutions for the x-axis and the y-axis.
With the next update, the Mip explorer will display the information density per axis, allowing to scale down textures along the axis with less information.
#gamedev
07.12.2025 22:51 — 👍 15 🔁 2 💬 0 📌 0
Support the development of Godot! Donate Now
This has been a great year for the engine, but there are still a lot of things we would love to do.
If each person visiting our website donated €5, we could hire 5 more developers to work on Godot full-time.
👉 fund.godotengine.org
02.12.2025 17:17 — 👍 752 🔁 290 💬 12 📌 20
That's an instant subscribe 🥳
01.12.2025 16:40 — 👍 3 🔁 0 💬 0 📌 0
I wouldn't say that I'm opposed to new tech in general, but yesterday I had to update the firmware of all our light switches(!) one by one, because some of them stopped working out of nowhere and now the light in the bed room can't be turned off anymore 😤
29.11.2025 15:29 — 👍 4 🔁 1 💬 0 📌 0
Kinda funny to see Tim Sweeney claiming that AI is going to be part of 'nearly all' future games, while at the same time, AI-generated code is bad enough for Epic Games to have a strict No-AI stance when it comes to Unreal pull requests.
www.gamesindustry.biz/epics-sweene...
27.11.2025 21:25 — 👍 15 🔁 3 💬 0 📌 1
I'm a 3D generalist with a faible for PBR materials and technical stuff like shaders. I use either UE or Godot, depending on the project.
I make experimental games & weird music!
website: https://mikeklubnika.com/
music: https://mikeklubnika.bandcamp.com/
email: mikeklubnika@gmail.com
Programming! - previously at Epic Games, Unity Technologies, Paradox Dev Studios
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Kiwi in the UK by way of the US
Graphics / Systems / R&D
Work: Helioflow, Odyssey, Wayve, Football Manager, Spore, SimCity, Sims
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⚙️Senior Unity/Godot Generalist
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Sr Engineer at Exis Interactive
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sbseltzer.net
Support main, tank offspec IRL. Senior DevRel Engineer at Epic Games. Opinions are my own.
Avid reader, computer graphics fan and atmospheric jungle beats enjoyer. Demoscene: cce/Peisik.
Blog at https://30fps.net/
Retired tech-nerd. Unicyclist, kiteboarder, juggler, hiker, plays tennis and pickleball, advocates for pedestrian/cyclist safety. Windows ETW expert. LGBTQ supporter. Vancouver, BC
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Creating 'Incoherence: Dark Rooms': A room drafting, roguelike, survival horror, puzzle game!
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Burp... witches!
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Coder of things in Unity, Unreal and now Godot~ (He/him)
💻 Indie Game Prog + Instructor at @aieedu.bsky.social
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Developing apps at http://ambiera.com, games at http://ambieragames.com, Irrlicht engine founder. Get my free website editor here: https://ambiera.com/rocketcake/
Building stuff, and sometimes not building stuff, usually around Barcelona/Maresme, and usually with Clojure/Script
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aspe:keyoxide.org:Q6B7ZBQITV7IE2RG4EMVKWT4VI
👾Teaching how to create shaders and VFX for video games. You can learn more about it here:
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Antoine A. - Engine/Graphics Programmer.
Co-founder @le-rado.fr
Write articles to popularize real-time techniques used in video games.
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