While working on some new graphics features, I needed to store and load an intermediate image files with floating point pixel data. Up until this point any intermediate texture data generated by my build pipeline was stored as TGA files. This was useful if I needed to inspect the data because I could just load it up into Photoshop and see what was what.
However, it also meant I was limited to a very small set of pixel data formats. I needed a new solution so I started looking at image file formats that could handle floating point data. Immediately I encountered formats built for HDR images like RGBE and OpenEXR, but was not pleased.
The next update for INVERSUS is launching later this year on Xbox One, PS4 and PC! You heard that right. INVERSUS is finally headed to Xbox!!!
If you have tickets for PAX East next month, you can be one of the first people to try out INVERSUS 1.5! I’ll be there demoing the game on an actual Xbox One and look forward to testing all the new maps with everyone.