I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
11–20 of 81 posts
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#12The physics engine mentioned towards the end, Jolt Physics [0] is used in the frankly blockbuster games Horizon: Forbidden West and Death Stranding 2 and yet opens its description with > Why create yet another physics engine? Firstly, it has been a personal learning project. which is really rather wonderful and inspiring to see. [0] https://github.com/jrouwe/JoltPhysics
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#13Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#14However, he doesn't mention animations, especially skeletal animations. Those tend to work poorly or not at all without polygons. PS4 Dreams, another SDF engine, also had strong limitations with regards to animation. I hope he can figure something out, though perhaps his game project doesn't need animation anyway.
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#15Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#16Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#17Almost every 3D game uses textured polygons almost everywhere (except sometimes for fog or clouds), so this SDF engine is nice to see. However, he doesn't mention animations, especially skeletal animations. Those tend to work poorly or not at all without polygons. PS4 Dreams, another SDF engine, also had strong limitations with regards to animation. I hope he can figure something out, though perhaps his game project…
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#18Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#19Almost every 3D game uses textured polygons almost everywhere (except sometimes for fog or clouds), so this SDF engine is nice to see. However, he doesn't mention animations, especially skeletal animations. Those tend to work poorly or not at all without polygons. PS4 Dreams, another SDF engine, also had strong limitations with regards to animation. I hope he can figure something out, though perhaps his game project…
I'm not super familiar with this area so I don't follow... Why is animation any more difficult? I would think you could attach the basic 3D shapes to a skeleton the same way you would with polygons.
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#20Dreams on PS4 had an SDF modeler, but I’m not sure if the runtime was SDF. Now that I think about it, the rendering engine had a Gaussian splat look to it years before that paper.
* Slides (good notes): https://advances.realtimerendering.com/s2015/AlexEvans_SIGGR...