Earlier quoted context omitted.
One possibility, a little backwards maybe, is to produce a discrete SDF from e.g. a mesh, by inserting it in an octree. The caching becomes the SDF itself, basically. This would let rendering be done via the SDF, but other logic could use the mesh (or other spatial data structure). Or could the engine treat animated objects as traditional meshed objects (both rendering and interactions)? The author says all physics i…
Sampling an implicit function on a grid shifts you to the world of voxel processing, which has its own strengths and weaknesses. Further processing is lossy (like with raster image processing), storage requirements go up, recovering sharp edges is harder...
I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
51–60 of 81 posts
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#52the problem with SDF engines is that you have to reinvent everything, as current pipelines rely on triangles. That means: - Software to model using SDF (like Womp) - Technique to animate skeletons using SDFs - Tool to procedural texture surfaces using SDFs At least he solved the physics part, which is also complex. And also, his way of carving is by instantiating new elements, which works for small carves, but if you…
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#53how does this compare to MudBun?
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#54Excellent technical presentation! Though the style itself is a bit too "clay-like", like I wouldn't expect a cube melding with the terrain sand to be a smooth glued connection. Is that some "inherent" SDF thing or just a style of the demo?
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#55Excellent technical presentation! Though the style itself is a bit too "clay-like", like I wouldn't expect a cube melding with the terrain sand to be a smooth glued connection. Is that some "inherent" SDF thing or just a style of the demo?
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#56I use SDFs on my render engine to render text. It allows me to debug values inside shaders. (I can print value of an uniform, texture value etc.) (It's a combination of line segments for each letter and digit)
[0] https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#57Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#58stupid 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?
Re: I'm making a game engine based on dynamic signed distance fields (SDFs) [video]
#59This is super cool, and I like the no-nonsense presentation. I'm curious to know where he takes the gameplay. He mentions it being digging-focused, and also mentions the digging/terrain deformation aspects in other games like No Man's Sky are relatively low-fidelity. I wonder what a "high-fidelity digging game" looks like (: Aside, if I may self-plug: I wrote a small series on SDFs, for those who might be interested[…
1. Create a custom game engine.