cross-posted from: https://lemmit.online/post/2823044
This is an automated archive made by the Lemmit Bot.
The original was posted on /r/nostalgia by /u/Character-Emotion237 on 2024-05-02 22:39:26.
cross-posted from: https://lemmit.online/post/2823044
This is an automated archive made by the Lemmit Bot.
The original was posted on /r/nostalgia by /u/Character-Emotion237 on 2024-05-02 22:39:26.
Counter-point, you could do that with skeumorphism via procedural generation by sending the base algorithms instead of icons and then rendering the icons client-side. It’s already done to a limited extent when it comes to games. Substance Designer and Painter are industry standards when it comes to creating textures and materials, and they can generate textures with resolutions anywhere from 128x128 to 8192x8192 without requiring any additional effort due to their procedural workflow. Granted, the textures are usually “baked” before actually being imported into the game engine, which is why you can’t tell a game to generate 8k textures (the game only has the rasterized textures, not the original procedural ones); however, the technology is already kinda there. That said, it can be hardware intensive, but it could be done.
This is actually pretty close to what macOS does.