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#constructivesolidgeometry#csg#unity

Geometry in Milliseconds: Real-Time Constructive Solid Geometry

GDC Festival of Gaming

555K subscribers • 66 videos on Hallway • Conference channel

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  • Recommended by 2 people: 2 in engineering communities.
  • Presented by Sander van Rossen, Unity
  • May be out of date. Uploaded 6 years ago, in an area where tools change fast.

Advanced. Deep dive for people who know the field.

34K views6 years ago2 recommendations

Game developmentGraphics and audioUnity, Unreal and GodotAlgorithms

Sander van Rossen explains a hierarchical Constructive Solid Geometry algorithm designed for real-time level editing in game engines.

In this 2020 GDC Tools Summit Virtual Talk, Unity's Sander van Rossen explaisn in detail how to implement a unique algorithm that allows you to perform hierarchical Constructive Solid Geometry in real-time while designing video game levels. Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Why it's here

2 people recommend this

What people say. Recommended as a valuable resource for implementing real-time constructive solid geometry in level editors.

u/MajorMalfunction44in r/gameenginedevs • Recommends

On “Resources on building a world editor”

Definitely check out "Constructive Solid Geometry" More advanced, here's a technique for doing it in real time. [video I'm looking for the white paper I read a long time ago. I'll find it.

u/frizzilin r/gameenginedevs • Recommends

On “Any resources or literature for making a csg level editor?”

GDC talk may be relevant to you: link to this video

u/shadowndacornerin r/gameenginedevs • Mentions

On “Implementing Brush system”

EDIT: I am a moron and this is not relevant to the question, but I'm leaving it up bc imo it's still a cool talk. I interpreted "brushes" in the question to be Source-style CSG brushes, NOT terrain painting brushes. Because I am apparently illiterate lmao For one thing, I would suggest that you _not_ use a CSG-style system for heightmap terrain - those are pretty much completely orthogonal systems imo (though for voxel terrain there's significantly more overlap). Here is a very good GDC talk on implementing a modern CSG system. Unreal and Source's systems are _very_ old, and while they are still arguably effective, I wouldn't really suggest using them directly as a source of inspirati…

u/Orangy_Tangin r/GraphicsProgramming • Mentions

On “BRep how does it work?”

As I understand it, BRep is just 'boundary representation', ie. storing an object with data that defines it's edge. Really that can just be regular vertices and triangles. However I suspect you mean you want to do boolean operations on polygons (rather than implicit solids). If you want to go back to the beginning, then try with Merging BSP Trees Yields Polyhedral Set Operations, if you research CSG with BSP trees you'll find lots of further writing. Then you could check out Chisel, which is an open source polygon CSG tool (there's a talk from GDC this year about it here) which is a new technique that doesn't use BSP trees.