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Anonymous /g/105853772#105889013
7/13/2025, 8:40:08 AM
been a while since i posted here, been working on stuff again. ive been working on this thing for too fucking long.

I got lightmapping working which is pretty sweet. i have a pipeline which imports the scene to Godot funnily enough, bakes the lighting+probes and imports it back, baked lighting always looks so good. godots lightmapper is kind of garbage but it works alright. with textures you dont notice some of the weird stuff.

also ended up ditching a bunch of garbage. i had a stupid fucking anim graph editor that i spent too long making. ditched that piece of shit. i can just make the anim tree in code, much simpler. also my prefab system was garbage, just threw that all away. fuck you property overrides, may i never talk to you again.

>>105855903
its kind of over engineering, but yeah a resource importer is nice.
compressed textures vs a .png take 4/8x less memory and load like 20x faster (the speedup is mostly from mips already being precomputed).
same for models.
a simple way is just treat it like a caching layer. when you load a resource, check if its been complied (or the source file was changed) then compile and load it.