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Recent twts from phoboslab

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Time Domain Audio Compression at 3.2 bits per Sample
Audio formats typically fall into one of three categories: “lossless”,
“complicated” or “bad”. After developing a
simple image format
last year, I tried to come up with an audio format that fits neither of these
categories.

In other words: a format that is lossy, simple and quite ok.
Naturally, it’s called QOA — the Quite OK Audio Format.

![Comparison of Audio Codecs](/content/assets/qoa-comparison-char … ⌘ Read more

⤋ Read More

Lossless Image Compression in O(n) Time
Introducing QOI — the Quite OK Image Format. It losslessly compresses RGB and
RGBA images to a similar size of PNG, while offering a 20x-50x speedup in
compression and 3x-4x speedup in decompression. All single-threaded, no
SIMD. It’s also stupidly simple.

tl;dr: 300 lines of C, single header,
source on github,
benchmark results here.

![QOI compression](/content/a … ⌘ Read more

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Q1K3 – Making Of
This was my third time participating in the js13kGames contest. I won in 2018 with Underrun and utterly failed to deliver any compelling gameplay with my 2019 entry Voidcall.

This year’s theme was “Space” – I chose to completely ignore it and instead decided to pay tribute to one of my all time favorite games on its 25th birthday:

The original Quake from 1996.

Image

_ … ⌘ Read more

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