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I'm making a game engine based on dynamic signed distance fields (SDFs) [video]

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Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]

#31

stupid question to anyone reading this: not a gamedev, not even by a long shot but i had to ask - with the advent of all the AI tools, is it actually possible to vibe code a 3D FPS shooter from scratch like if you wrote a 2000 page prompt, can it actually be done?

You can pretty much drag and drop a working FPS in unity.

But I have half vibed an FPS in Pygame so its 100% viable (Mine is First and Person, and has motion, but its more of a flight simulator. I am sure the rest of the features would be piss easy)

Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]

#32

stupid question to anyone reading this: not a gamedev, not even by a long shot but i had to ask - with the advent of all the AI tools, is it actually possible to vibe code a 3D FPS shooter from scratch like if you wrote a 2000 page prompt, can it actually be done?

Probably, yes. But it's not 1997 any more, you can "code" a vanilla FPS in Unity in 15 minutes too. Games are more about artwork and design, which agents aren't great at (yet).

Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]

#34
post #29

stupid question to anyone reading this: not a gamedev, not even by a long shot but i had to ask - with the advent of all the AI tools, is it actually possible to vibe code a 3D FPS shooter from scratch like if you wrote a 2000 page prompt, can it actually be done?

A big challenge of game dev is the asynchronous nature of all the requirements, and that the game will develop its direction continuously throughout dev. That is to say you don't know what assets etc you need until you've developed the part of the game that generates that requirement. I find it hard to imagine even a 2000 page pre-planning could capture that process. You could try planning ahead and restricting asset…

out of curiosity, i want to experiment creating a third person shooter from scratch with vibe coding (yes third person, i wrote FPS above by mistake). think of a proper military game with actual uniforms, movements like walk, crouch, jump, take cover etc. and being able to fire bullets, ballistics, grenades, explosions etc. what do you think is the process to vibe code something like this. obviously i ll need to give it models or assets for characters, map locations etc. how does this sorta thing work?

Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]

#36
post #14

Almost 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…

His SDF probably puts out a depth buffer, so with some effort (shadows might be hard?) you can just mix it with traditional polygons. The same way raytracing and polygons mix in AAA games. He's using the SDFs to fill a space sort of like Unreal's Nanite virtual geometry. Nanite also doesn't support general animation. They only recently added support for foliage. So you'd use SDF / Nanite for your "infinite detail" /…

I think they do now support skeletal meshes with virtual geometry: https://dev.epicgames.com/documentation/en-us/unreal-engine/...

Though it says "experimental". Unclear what that means in practice.

This also mentions "skinning": https://dev.epicgames.com/documentation/en-us/unreal-engine/... I believe thats just another term for skeletal meshes / "bones".

Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]

#37
post #29

Earlier quoted context omitted.

A big challenge of game dev is the asynchronous nature of all the requirements, and that the game will develop its direction continuously throughout dev. That is to say you don't know what assets etc you need until you've developed the part of the game that generates that requirement. I find it hard to imagine even a 2000 page pre-planning could capture that process. You could try planning ahead and restricting asset…

out of curiosity, i want to experiment creating a third person shooter from scratch with vibe coding (yes third person, i wrote FPS above by mistake). think of a proper military game with actual uniforms, movements like walk, crouch, jump, take cover etc. and being able to fire bullets, ballistics, grenades, explosions etc. what do you think is the process to vibe code something like this. obviously i ll need to give…

I don't think you can describe all of that in an HN comment. There are lots of videos of people vibe coding games though.

Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]

#38
I watched this over the weekend and loved the approach. I’ve played with SDF for 3D modeling (even though the current libraries generate meshes for slicing using marching cubes, which is slow as heck and can lead to imprecision on small features), and wish I had more time for playing around with it.

Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]

#39
post #29

Earlier quoted context omitted.

A big challenge of game dev is the asynchronous nature of all the requirements, and that the game will develop its direction continuously throughout dev. That is to say you don't know what assets etc you need until you've developed the part of the game that generates that requirement. I find it hard to imagine even a 2000 page pre-planning could capture that process. You could try planning ahead and restricting asset…

out of curiosity, i want to experiment creating a third person shooter from scratch with vibe coding (yes third person, i wrote FPS above by mistake). think of a proper military game with actual uniforms, movements like walk, crouch, jump, take cover etc. and being able to fire bullets, ballistics, grenades, explosions etc. what do you think is the process to vibe code something like this. obviously i ll need to give…

I would recommend _not_ vibe coding it if it's a game you actually want to see become real, and instead pick up Godot or Unreal or Unity.

I'm sure an LLM could output something or other that resembles a vague concept of a game but you're not going to prompt your way into something that's actually fun for a human to play.

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