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Ignacio Castaño🍉

castano@mastodon.gamedev.place

<p>Master swimmer, mountain climber, and stand up coder. <br />I work on texture processing tools at Ludicon.<br />Formerly at Roblox, Thekla (The Witness), NVIDIA, OddWorld, Relic, Crytek.</p>

Posts

  • Post #2381626

    I thought aliasing buffers and compressed textures in order to write to them was a very bad idea, but after playing with it, it actually seems fine? https://www.ludicon.com/castano/blog/2026/04/writing-to-compressed-textures-in-metal/

  • Post #2369987

    Looks like I&amp;#39;m locked out of both Apple and Google&amp;#39;s developer programs. I let my memberships lapse while dealing with more pressing things, and now I&amp;#39;m trying to restore them, but my Apple account is locked and Google is rejecting my re-enrollment with no explanation. I opened a support request with Apple two weeks ago and haven&amp;#39;t heard nothing. I can&amp;#39;t even figure out how to open one with Google. Does anybody know what avenues I have to resolve this?

  • Post #1684273

    Some reading for the weekend: Implementation details of Apple&amp;#39;s lossy texture compression format. https://www.ludicon.com/castano/blog/2026/04/metal-lossy-compression-format/ Enjoy!

  • Post #1164940

    I&amp;#39;m going camping this Thursday, so this week&amp;#39;s blog post is out a little early. Larger ASTC block sizes save bandwidth, but may not save memory at all. I tested many iOS and Android devices to find the actual cost of memory alignment: https://www.ludicon.com/castano/blog/2026/04/the-true-size-of-astc-textures/