~/talk

Optimizing assets for graphics heavy Web Applicatoins: tips and tricks from the game dev background

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Skeletal rigs replace frame‑by‑frame sprites so sprite sheets shrink from tens or hundreds of frames to just parts plus JSON, cutting some projects ~30–40% and preserving flexible FPS; spine 2d runtimes integrate with Pixi-like engines. A 1920×1080 1s frame sequence compresses to ~2.9MB at 15FPS but a 3s MP4 is ~660KB; writing GLSL shader effects (one dev two days) moves work to GPU and lowers CPU; a pre‑render bake halves the network “red zone” and yields ~40% faster overall load.

AI-written summary · about

  1. 0:00Start
  2. 2:38Skeletal Animation
  3. 5:22Runtimes
  4. 9:23Shaders
  5. 12:12Pre-Render
  6. 13:42Color Filters
  7. 14:02Mirror Packing
  8. 14:27Buttons
  9. 15:08Pizza Slice Method
  10. 15:32Cons and Pros
  11. 16:20Conclusions
  12. 18:02Particle System
  13. 18:40Texture Packing
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