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The Power of Dreams: Game Creation - How Does It Actually Work?

Digital Foundry

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Intermediate. Assumes working knowledge.

229K views6 years ago1 recommendation

Game developmentGraphics and audioUnity, Unreal and GodotRendering

An analysis of the technology behind Media Molecule's Dreams, focusing on its unique signed distance field rendering and sculpting tools.

We've already looked at the 'ready made game' created by Media Molecule for Dreams, but really, this title is all about creating your own games and experiences. Alex Battaglia and Tom Morgan sit down to the discuss their impressions of the process so far, with some technical assistance from Media Molecule itself! And doesn't that English breakfast look tasty... Subscribe for more Digital Foundry: bit.ly/DFSubscribe Join the DF Patreon, support the team and work like this more directly, and get pristine quality video downloads into the bargain: digitalfoundry.net

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What people say. Recommended as an explanation of how the PS4 game Dreams implemented sparse distance fields for real-time rendering.

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u/RedditUser8007in r/GraphicsProgramming • Recommends

On “Building an SDF game engine”

The PS4 game Dreams used NDFs (Sparse Distance Fields). There are some videos about how they implemented it: [video It allows zooming really close up to objects and they still hold their detail: [video It made it really easy to allow players to sculpt objects in-game, there were some impressive games sculpted using the PS4 controller: [video That engine runs on a PS4 (\~1TFLOPs). Nanite foliage (Witcher 4) is using sub-pixel voxel representation, aiming for PS5: [video Typical gaming hardware is around the same as PS5 so should be able to use these techniques, it's a case of getting the data structures right, culling and minimal processing on data far from the camera. A Dre…
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