---
id: game-asset-pipeline
title: Game Asset Pipeline — Texture / Audio / Mesh 압축
category: Coding
status: draft
source_trust_level: B
verification_status: conceptual
created_at: 2026-05-09
updated_at: 2026-05-09
tags: [game, asset, pipeline, vibe-coding]
tech_stack: { language: "Various", applicable_to: ["Game"] }
applied_in: []
aliases: [asset pipeline, KTX2, basis universal, draco, audio compression, atlas]
---

# Game Asset Pipeline

> Asset = bundle 의 90%. **Texture (KTX2 / Basis), Mesh (Draco / Meshopt), Audio (Opus), Sprite atlas, model LOD**. 빌드 시 자동 처리 + CDN.

## 📖 핵심 개념
- Texture: 가장 큰 부분.
- Atlas: 작은 sprite 합치기 — draw call ↓.
- LOD: 거리별 mesh 다른 detail.
- Streaming: 큰 game = 점진 download.

## 💻 코드 패턴

### Texture compression
```
원본 PNG: 1MB
JPEG: 200KB (lossy, no transparency)
WebP: 100KB (lossy, transparent OK)
AVIF: 80KB (latest)

GPU 압축 (game-specific):
KTX2 + Basis Universal:  ~10% size, GPU 직접 사용
DDS / S3TC / BC:         legacy, vendor-specific
ETC2:                     mobile
ASTC:                      modern mobile/desktop
```

### Basis Universal (cross-GPU)
```bash
# Convert
basisu input.png -ktx2 -comp_level 4 -uastc

# Output: input.ktx2
# Three.js / Bevy 등 직접 load
```

```ts
import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader.js';

const ktx2Loader = new KTX2Loader()
  .setTranscoderPath('/basis/')
  .detectSupport(renderer);

ktx2Loader.load('texture.ktx2', (texture) => {
  // 자동 GPU format 으로 transcoding
});
```

→ Web 에서 작은 download + GPU memory 작게.

### Sprite atlas
```bash
# TexturePacker / free-tex-packer
# 입력: 100 작은 png
# 출력: 1 큰 png + JSON
```

```ts
// PixiJS spritesheet
const sheet = await Assets.load('atlas.json');
const sprite = new Sprite(sheet.textures['player_idle.png']);
```

→ 100 draw call → 1.

### 9-slice / NinePatch (UI)
```ts
// 큰 button 도 작은 image 로
{ left: 10, top: 10, right: 10, bottom: 10 }
// corner 안 stretch, edge / center 만.
```

### Mesh compression — Draco
```bash
# GLTF + Draco
gltf-pipeline -i model.glb -o compressed.glb -d
```

```ts
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';

const loader = new GLTFLoader();
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');
loader.setDRACOLoader(dracoLoader);
loader.load('model.glb', (gltf) => { ... });
```

→ Mesh 90% 감소 가능.

### Meshopt (alternative, 빠른 decode)
```bash
gltfpack -i input.glb -o output.glb -cc  # compression
```

```ts
import { MeshoptDecoder } from 'three/examples/jsm/libs/meshopt_decoder.module.js';
loader.setMeshoptDecoder(MeshoptDecoder);
```

### LOD (Level of Detail)
```ts
import { LOD } from 'three';

const lod = new LOD();
lod.addLevel(highMesh, 0);     // 0-10 m
lod.addLevel(midMesh, 10);     // 10-50 m
lod.addLevel(lowMesh, 50);     // 50+ m
scene.add(lod);
```

→ 거리별 detail.

### Audio compression
```
WAV: 10MB
MP3: 1MB (legacy)
Ogg Vorbis: 1MB
Opus: 0.7MB (modern best)
AAC: iOS 친화

음악 = streaming + lossy
효과음 (짧음, 즉시) = WAV / 작은 OGG
```

```bash
ffmpeg -i music.wav -c:a libopus -b:a 96k music.opus
```

### Streaming audio
```ts
// Howler — preload + lazy
const music = new Howl({ src: ['music.opus'], preload: true, html5: true });
music.play();
```

→ 큰 file 도 stream.

### Asset bundling (Webpack/Vite)
```ts
// Static import
import playerImg from './assets/player.png';

// Dynamic
const url = new URL('./assets/player.png', import.meta.url).href;

// Vite — assets folder
// Vite 가 hash + optimize.
```

### Bundle / chunks
```ts
// 큰 model = lazy
const heavyModel = lazy(() => import('./HeavyModel'));

// 또는 preload
const link = document.createElement('link');
link.rel = 'prefetch';
link.href = '/textures/level2.ktx2';
document.head.appendChild(link);
```

### CDN serving
```
모든 asset = CDN.
Cache-Control: max-age=31536000, immutable (hash 가 url 안)
ETag / Last-Modified 자동.
```

```ts
// Hash filename (Vite default)
// player.abc123.png — content-addressed
```

### Texture atlas + GPU instancing
```ts
// 같은 mesh 천 개 = 한 draw call
const inst = new InstancedMesh(geometry, material, 1000);
for (let i = 0; i < 1000; i++) {
  matrix.setPosition(x, y, z);
  inst.setMatrixAt(i, matrix);
}
inst.instanceMatrix.needsUpdate = true;
```

### Asset budget
```
Web game (low-end mobile):
- Total: ~20MB initial download
- JS:    ~3MB
- Textures: ~5MB
- Models: ~3MB
- Audio:  ~5MB

Game level:
- 1-3 MB compressed level
```

### Hot-reload (dev)
```ts
if (import.meta.hot) {
  import.meta.hot.accept('./player.png', (newUrl) => {
    playerSprite.texture = await loader.load(newUrl);
  });
}
```

→ Asset 변경 즉시 반영.

### Preload screen
```tsx
<LoadScreen progress={progress}>
  <Suspense fallback={null}>
    <Game />
  </Suspense>
</LoadScreen>
```

```ts
const assets = [
  '/player.ktx2', '/level.glb', '/music.opus', /* ... */
];
let loaded = 0;
for (const a of assets) {
  await preload(a);
  loaded++;
  setProgress(loaded / assets.length);
}
```

### Tilemap (2D level)
```bash
# Tiled editor → tmx file
# Phaser / Pixi 가 직접 load
```

### Animation export
```
- 2D sprite: Aseprite / TexturePacker → spritesheet
- 3D: Blender → GLB (animations clip 포함)
- Spine / DragonBones: skeletal 2D animation
```

### Texture mipmaps
```
GPU 가 거리별 다른 size 자동.
KTX2 안 자동 포함.

Manual:
texture.generateMipmaps = true;
texture.minFilter = THREE.LinearMipmapLinearFilter;
```

### Asset versioning + cache invalidation
```
manifest.json:
{
  "player.png": "abc123",
  "level1.glb": "def456"
}

→ 변경 시 hash 변경 → CDN 자동.
```

## 🤔 의사결정 기준
| Asset | 추천 |
|---|---|
| Web game texture | KTX2 + Basis |
| Mobile native | ASTC / ETC2 |
| Sprite | Atlas + WebP |
| 3D model | GLB + Draco / Meshopt |
| Music | Opus streaming |
| SFX | Ogg / WAV |
| UI icon | SVG / WebP |
| Big level | Streamed chunks |

## ❌ 안티패턴
- **PNG / JPG GPU 사용**: GPU 가 RGBA 압축 X. KTX2.
- **개별 sprite**: draw call 폭발. atlas.
- **Mesh 압축 X**: GLB 100MB.
- **모든 quality 제공**: bundle 폭발. LOD + dynamic.
- **Audio WAV**: 큰 file. Opus.
- **Asset hot path 매번 load**: cache.
- **Preload 모든 거**: 첫 load 매우 길음. lazy.

## 🤖 LLM 활용 힌트
- KTX2 + Draco + Opus + atlas 4종 = 90% 감소.
- LOD + mipmaps + instancing = 60fps.
- CDN + immutable cache.

## 🔗 관련 문서
- [[Frontend_Image_Optimization]]
- [[Mobile_App_Size_Optimization]]
- [[Frontend_Three_R3F]]
