I’ve been thinking for a good six months about the right way to convey this topic in a meaningful and understandable way. Unfortunately, the topic of graphic formats is more complex than many people initially think, and the right formats also change over the course of the production pipeline. For this reason, I have now decided to divide the topic into three parts:
- Working phase
- Import into the game engine
- In the engine and at runtime
The reason for this division is relatively simple: the correct format depends on the respective requirements.