Novel compression method: we take all the textures in the game and describe them as AI image generation prompts.
Then, at load time, we run the generative image AI on the user's computer and thus generate them fresh.

The text descriptions are tiny compared to the images, so we get amazing gains in file size!

@foone in all seriousness the procedural elements to define a material in something like blender are probably a small amount of text, so while I don't think packaging blender with your software makes a ton of sense I wouldn't be surprised if something like this has been done on some level (sans LLM fuckery)
@dannotdaniel @foone .kkrieger, basically (all textures, models, and music/sound effects are generated procedurally at runtime by a tiny 96k executable, without external files or downloading)
.kkrieger - Wikipedia