Hai Mac
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haimac.bsky.social
Hai Mac
@haimac.bsky.social
Hobby game developer, currently prototyping various ideas.

#indiegames #gamedev, UK-based
What’s the trade off between file size + memory use vs quality like? My thinking is that to capture this level of detail, a bump in resolution is needed.

Also, am I right in assuming this would work in Compatibility rendering mode?
October 22, 2025 at 10:21 AM
Haha yes, the death is quite stiff at the moment.
October 21, 2025 at 5:41 PM
Amazing, looking forward to both changes landing.
August 18, 2025 at 4:08 PM
I recall enabling directional light maps doubles the memory and file size, I wonder if enabling specular will add more or all the information needed is already available of directional is enabled.
August 18, 2025 at 4:00 PM
Thanks for explaining. Have you always used Trenchbroom for level editing? I’m using Blender and wonder how the workflow compares
June 25, 2025 at 8:55 AM
That’s a great idea
June 25, 2025 at 8:10 AM
How do you make sure it’s always reachable?
June 25, 2025 at 8:07 AM
Ah, is this similar to interior shaders
June 24, 2025 at 9:15 AM
Thanks, I tried taking a look online but couldn’t find it :( I’m sure many would find it useful
June 19, 2025 at 2:32 PM
This looks great. Is this a custom build of Godot?
June 18, 2025 at 5:03 PM
Amazing, thanks for doing this! I’ve always relied on increasing the super sampling setting to make it somewhat better.
June 18, 2025 at 2:44 PM
That is terrifying
June 7, 2025 at 9:50 AM