Programmer @NightdiveStudio :::. 3dmath.xyz :::. C, Vulkan :::. EDG32 palette :::. deity of 7, heptagons, and dodecahedra

Joined June 2011
7,448 Photos and videos
Jun 14
Interesting, these latest upgrades to pep I'm testing seem to compress better and faster than all formats (even max-JPEG XL). How does one advertise that their format is the best pixel art compression format on the planet without sounding egotistical? lmao Maybe a YouTube video??
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Jun 13
5-minute 32x32 Apple Timelapse. was trying to get the subtle pinks and oranges in, was hard to do fast haha #pixelart
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Jun 13
these timelapses use my HEPT32 palette you can find in Aseprite!
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Jun 13
While testing I stumbled upon a way to match palette size to the right model, which skips the "test every model" code - and I found it compresses low-res (<=16 colors) even better in almost half the time! The 256-color images take a slight penalty, but I think this is worth it 🤔
Jun 11
On a whim I emailed my old Calculus professor last week (he's the one who told me about Markov Chains), showing him my pep code and the ideas behind it. He just replied and suggested I look into "Context-Mixing" and "Matt Mahoney's PAQ" I now know what I'll be doing this weekend
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Jun 11
On a whim I emailed my old Calculus professor last week (he's the one who told me about Markov Chains), showing him my pep code and the ideas behind it. He just replied and suggested I look into "Context-Mixing" and "Matt Mahoney's PAQ" I now know what I'll be doing this weekend
Jun 7
Turns out it's only effective for small-palette images. The 64 color images actually got worse, so I had to make it multi-pass; checking which 2D-tapping model compresses the best. Slightly slower, but <=16-color images compress a LOT, especially bitmaps. Tool link below:
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Jun 13
After a bit of research it seems to be bigger-O than PPM; a lot more to compute and predict, so it'll probably be a lot slower decoding. I'm not sure I want to make it slower for a more-than-likely minimal size decrease... I could make it an option but I wanted pep to be minimal!
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Jun 12
thought I'd post this mid-June because I don't know exactly when, but I started my game development journey 20 years ago! I was 9, my Dad showed me GameMaker 6, and I was hooked. I wonder what younger me would think of where I am today... never give up! never stop learning!
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Jun 8
5-minute Diamond timelapse. I forget how much longer it takes to do complex light-transport with things like gems haha This came out pretty okay given how fast I did it - bit rough though #pixelart
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Jun 7
It's been so cool spending time with Thief: The Dark Project Remastered! We cannot wait for you all to play this; like every other Nightdive project, this has so much love and care poured into it.
The Keepers call to you now… will you answer them? No longer a secret, Thief: The Dark Project Remastered returns!
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Jun 7
2-minute 32x32 Diamond Pickaxe Timelapse. still got it 😎 #pixelart
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Jun 7
Turns out it's only effective for small-palette images. The 64 color images actually got worse, so I had to make it multi-pass; checking which 2D-tapping model compresses the best. Slightly slower, but <=16-color images compress a LOT, especially bitmaps. Tool link below:
Jun 6
This Saturday evening I was thinking about the pixel compression format I made, and had a stark realization that I restricted the prediction encoder to 1D and not as a 2D plane!! Quick test just now compressed further from 849 bytes down to 545 bytes 😳 It finally beats JPEG XL
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Jun 7
One day (now that I know how to do this) I'm going to redesign it with all these improvements in mind. I still consider pep "experimental", but one day it will hit v1.0 and feel a bit more solid/finalised. I'm proud to beat JPEG XL haha Didn't think it'd be possible
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Jun 7
pep_tool: github.com/ENDESGA/pep_tool/… The reason why it doesn't work for high-fidelity images makes a lot of sense; they have more complexity, and tapping a 2D plane doesn't necessarily reduce complexity compared to a 1D line. Whereas a 2-color image is the opposite, and benefits!
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Jun 6
This Saturday evening I was thinking about the pixel compression format I made, and had a stark realization that I restricted the prediction encoder to 1D and not as a 2D plane!! Quick test just now compressed further from 849 bytes down to 545 bytes 😳 It finally beats JPEG XL
25 Aug 2025
I am proud to announce... PEP: Prediction-Encoded Pixels This format is able to compress images (up to 256 colors) smaller than GIF, PNG, QOI, BMP, in almost all cases. A lot of passion and research (and fixation) has gone into this: >> github.com/ENDESGA/PEP <<
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Jun 6
545 BYTES for a sprite like that is so cool :') I wanna do some more tests, then I'll clean it up and push it soon. But I'm very happy with the results so far, I was so caught up fine-tuning the encoder that I didn't even consider the 2D plane - I guess I assumed it'd be worse...
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May 24
since 2020 I've had a vision for a programming language that stemmed from "GameMaker but lower level", and has now evolved into "a complete redesign of C". I've been picking away at it in my spare time for almost 6 years, and it's only recently up to the standards I expect haha
6 Dec 2020
> Made Snake using HEPT - my little abstraction-engine-thing I'd really love to expand this thing more one day soon. It's like a super lightweight C GameMaker -> dropbox.com/s/j8vdnc34wudi96… <-
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May 24
I went very deep down the GPU hole (which many of you may remember), and got extremely obsessed with Vulkan. It was fun, but I ended up steering away from it because I felt there was more potential with CPU Software Rendering. I had fun with shaders though x.com/ENDESGA/status/1501657…

9 Mar 2022
> hept :: compute hot-reloading _ it now instantly recompiles and hot-reloads the compute shader in the middle of frame cycles the moment you hit Ctrl S~
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May 22
Mojang's decision to leave surface-level Sulfur Caves is one of the best things they've done in quite a while. You can sometimes find them next to Mangroves (my fave biome), and in this case with a ship wreck too! seed: 7360852115960366527 (near spawn)
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May 21
Later this year it's the 10th anniversary of NYKRA's Kickstarter and the 5th anniversary of it's initial release... I've got a couple ideas, but as you could imagine I'm quite caught up with my studio work. I'm thinking of maybe releasing the source code, or remaster the OST? 🤷
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May 21
It's pretty unbelievable how much I've grown and improved as a programmer/gamedev/artist/musician. Not a single day has gone by where I haven't tried to learn more and improve my skill. I've just been quite quiet on my socials, for many reasons hahaha
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