Another way to approach dithering is to analyse the input image in order to make informed decisions about how best to perturb pixel values prior to quantisation. Error-diffusion dithering does this by sequentially taking the quantisation error for the current pixel (the difference between the input value and the quantised value) and distributing it to surrounding pixels in variable proportions according to a diffusion kernel . The result is that input pixel values are perturbed just enough to compensate for the error introduced by previous pixels.
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I don't have much to say about assets, because when you're rolling your own engine you just load up what files you want, when you need them, and move on. For all my pixel art games, I load the whole game up front and it's "fine" because the entire game is like 20mb. When I was working on Earthblade, which had larger assets, we would register them at startup and then only load them on request, disposing them after scene transitions. We just went with the most dead-simple implementation that accomplished the job.,更多细节参见体育直播