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#signeddistancefields#sdf#dynamicgeometry

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

Mike Turitzin

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YouTube
  • Recommended by 3 people: 1 on Lobsters and 2 in engineering communities.
  • Presented by Mike Turitzin, game engine developer
  • Linked in the descriptionjrouwe/JoltPhysics

Intermediate. Assumes working knowledge.

571K views9 months ago3 recommendations

Graphics and audioGame developmentRenderingBuilding a game engineUnity, Unreal and Godot

Mike Turitzin explains how his custom game engine uses dynamic signed distance fields to enable high-fidelity, non-destructive modifications to world geometry.

My motivation when starting this project was to build an engine that enables high fidelity modifications to world geometry during gameplay. In most games, the game world is relatively static. In the games where geometry is dynamic - like Minecraft or No Man's Sky - modifications to the world are usually relatively crude and low-fidelity. My engine supports detailed changes to world geometry - adding and removing matter both smoothly or with sharp edges. It also supports non-destructive changes like moving a hole around, or creating a tunnel and walking through it - and then seeing it disappear behind you. I'm excited about these non-destructive changes in particular as they enable a lot of interesting gameplay mechanics. I've started building a game with this engine, which I will be saying more about as I make more progress. I post frequent updates on Twitter: x.com/miketuritzin And also on Bluesky: bsky.app/profile/miketuritzin.bsky.social Resources: Video intro to SDFs and ray-marching by Sebastian Lague: youtube.com/watch?v=Cp5WWtMoeKg Inigo Quilez's articles (many on SDFs): iquilezles.org/articles/ "SDF Tracing Visualization" Shadertoy (paniq): shadertoy.com/view/lslXD8 "Improved Alpha-Tested Magnification for Vector Textures and Special Effects" (Chris Green (Valve), 2007): steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTe… "Ray Tracing of Signed Distance Function Grids" (Söderlund et al (NVIDIA), 2022): jcgt.org/published/0011/03/06/paper-lowres.pdf "Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids" (Losasso & Hoppe, 2004): hhoppe.com/geomclipmap.pdf Jolt Physics: github.com/jrouwe/JoltPhysics Chapters: - Intro reel and motivation - Short intro to SDFs - Ray-marching perf problems - Inspiration: Dreams on PS4 - Background on my approach - Caching SDF distances - Interpolating cached values - Memory usage woes - Caching distances sparsely - Brick-map and brick atlas - Why not a triangle mesh - Supporting vast spaces - Geometry clipmaps - Dramatic memory reductions - Fast incremental updates - Physics and collision - Terrain (also an SDF!) - More examples of cool stuff - Making a game, and wrap up Asset credits: Music: Blinking Lights by Alexander Nakarada (creatorchords.com) Licensed under Creative Commons BY Attribution 4.0 License creativecommons.org/licenses/by/4.0/ Music: Transcendence by Alexander Nakarada (creatorchords.com) Licensed under Creative Commons BY Attribution 4.0 License creativecommons.org/licenses/by/4.0/

Why it's here

3 people recommend this

What people say. Recommended as an impressive showcase and explanation of using dynamic signed distance fields for real-time, high-fidelity geometry modification.

u/S48GSin r/GraphicsProgramming • Recommends

game engine based on dynamic signed distance fields (SDFs) I just saw this video on youtube - project look great and video explain alot of sdf-tech on scale.

u/corysamain r/gameenginedevs • Recommends

Mike Turitzin's vid on making a game engine based on dynamic signed distance fields

camillerouxon Lobsters • Recommends

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