▶ Digital media

Pixels, sounds and frames inside the digital media machine

Images, audio, video and video games: how digital media really work, from pixel to codec, from sample to game loop.

DIGITAL MEDIA
Audio Aliasing: What It Is, How It Sounds, How to Avoid ItAudio Sampling and the Nyquist Theorem: Why 44.1 and 48 kHzRoom Acoustic Treatment: Better Recordings at HomeReverb and Delay: How Space and Time Effects WorkAlpha channel and compositing: premultiplied alpha and blend modesHistogram, levels and curves: reading and fixing a photo's tonesInside the PNG format: chunks, filters, DEFLATE and transparencyVector graphics and Bézier curves: drawing with mathematicsCoyote time and input buffering: the invisible game feel tricksSave systems in video games: what to save, formats and versionsProcedural level generation: seeds, noise and dungeonsVideo bitrate: CBR, VBR and CRF explained with examplesFFmpeg for transcoding: the essential commands explainedLive streaming latency: RTMP, SRT, WebRTC and LL-HLSAudio Aliasing: What It Is, How It Sounds, How to Avoid ItAudio Sampling and the Nyquist Theorem: Why 44.1 and 48 kHzRoom Acoustic Treatment: Better Recordings at HomeReverb and Delay: How Space and Time Effects WorkAlpha channel and compositing: premultiplied alpha and blend modesHistogram, levels and curves: reading and fixing a photo's tonesInside the PNG format: chunks, filters, DEFLATE and transparencyVector graphics and Bézier curves: drawing with mathematicsCoyote time and input buffering: the invisible game feel tricksSave systems in video games: what to save, formats and versionsProcedural level generation: seeds, noise and dungeonsVideo bitrate: CBR, VBR and CRF explained with examplesFFmpeg for transcoding: the essential commands explainedLive streaming latency: RTMP, SRT, WebRTC and LL-HLS

Topics

Images, audio, video and video games: how digital media really work, from pixel to codec, from sample to game loop.

Featured articles

◩ Graphics & images

Lighting in 3D: Lambert, Phong and PBR materials explained

How light on a 3D surface is calculated: Lambertian diffuse reflection, Phong and Blinn-Phong highlights, interpolation and physically based materials.

4 min read →
♫ Digital audio

Audio Aliasing: What It Is, How It Sounds, How to Avoid It

Aliasing in digital audio explained practically: why frequencies above Nyquist fold back, how to recognize it and which filters and oversampling to use.

4 min read →
▶ Video & streaming

Adaptive streaming: how HLS and MPEG-DASH work

Segments, playlists and manifests: how HLS and DASH adapt video quality to the connection, what the player does, and which mistakes cause buffering.

4 min read →
✚ Game development

The 2D camera: following, dead zone and screen shake

How to program a 2D camera that follows the player smoothly: dead zone, damping, look-ahead, level bounds, screen shake and parallax background layers.

4 min read →
◩ Graphics & images

CMYK and printing: subtractive color, rich black and conversion

How printing reproduces colors with cyan, magenta, yellow and black: subtractive mixing, halftoning, ink limits, rich black and common conversion mistakes.

4 min read →
♫ Digital audio

Audio Latency and Buffer Size: Reducing Delay in Your DAW

Where audio latency comes from, how to calculate it from buffer size, how ASIO, Core Audio and WASAPI differ and how to set it for recording and mixing.

4 min read →
▶ Video & streaming

Video codecs vs containers: the difference explained

MP4, MKV, H.264, AV1: why the file format does not tell you how the video is compressed, what a container holds and how to avoid files that won't play.

5 min read →
✚ Game development

Choosing a game engine: practical criteria before you start

Godot, Unity, Unreal or a lightweight framework: concrete criteria for picking the right game engine based on your project, platforms and skills.

4 min read →
◩ Graphics & images

Histogram, levels and curves: reading and fixing a photo's tones

How to read a photo's histogram, spot blown highlights and blocked shadows, and use levels and curves to correct exposure and contrast in a measured way.

4 min read →
♫ Digital audio

Decibels in Audio: dBFS, dBu, dBV and dB SPL Without Confusion

A decibel is a ratio, not an absolute unit: what dBFS, dBu, dBV and dB SPL mean, how they relate to one another and how to actually read an audio meter.

4 min read →
▶ Video & streaming

Hardware or software video encoding: NVENC, Quick Sync, x264

Differences in speed, quality and power use between software encoders and the hardware encoders in GPUs and processors, and when to choose each one.

4 min read →
✚ Game development

Handling input in games: keyboard, gamepad and abstract actions

How to design input handling in a video game: events and polling, abstract actions, gamepads and dead zones, key remapping and accessibility options.

4 min read →