The Splittening - Textures over IPC! @Frooxius
The Splittening - Textures over IPC!  @Frooxius
Uploaded June 2025 | Updated September 2026, 1 week ago
After much turmoil of one rabbit hole leading to another rabbit hole... Textures work now! :D This makes the visuals starting to resemble what they're supposed to! And I've got a bunch of big things out of the way too (like actually switching all the individual projects to .NET 9.0 from .NET Framework and dealing with resulting issues).

What's really cool about this... all of these textures you're seeing came from completely separate process. On FrooxEngine side, the bitmap classes have been reworked to support arbitrary memory backing buffers for the actual data - meaning the data can be stored directly in shared memory, instead of just managed byte[] array.

This way, when FrooxEngine loads textures, it allocates a block in the shared memory pool (which is dynamically expanding) and all the texture loading & processing happens within that region of memory, avoiding need for copying the memory and slowing down the process (even though copying memory is pretty fast, it adds up if you do it for everything, so being able to avoid it completely helps).

Unity side then accesses that exact same chunk of memory and pretty much pushes it to the GPU as is, making those textures appear!

There's still stuff that I need to test and probably some edge-case bugs, but overall it works!

There's also other types of textures - Cubemaps & Texture3D's are mostly implemented (they share large chunk of implementation with this), but there's a few other types that will take more or less doing (RenderTextures, Desktop Texture & VideoTextures - with video textures being most complicated/special due to time sync & audio).

But this is another good milestone to hit! I'll probably start expanding to more renderable components now - skinned meshes, lights, reflection probes (which will allow testing cubemaps), skyboxes and such.

Support development at: patreon.com/resonite
Official website: resonite.com
The Splittening - Textures over IPC!PhotonDust - Velocity TurbulencePlaying all MMC 2025 entries in Resonite - Part 5 out of 14The Splittening - Things are starting to run fast (but explode)!In-game video recording - Creative Friday ProjectPhotonDust - Radial ForceInterpolating Spherical HarmonicsPhotonDust - trails surviving the particlesPhotonDust - Box EmitterPhotonDust - Modulating velocity & color with 3D texturePhotonDust - color over lifetime modulePhotonDust - Particle trail renderer working!
Frooxius “Frooxius” |

The Splittening - Textures over IPC!

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER