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Using SDFs and other pure maths to build these kinds of demos makes me wonder why we don't just build a whole game this way. Why not go one step further and ju
by bob1029 4y ago
Using SDFs and other pure maths to build these kinds of demos makes me wonder why we don't just build a whole game this way.
Why not go one step further and just skip the geometry pipeline altogether? Most of the stuff I see on shadertoy has absolutely nothing to do with triangles.
- puddingcat 4y agoClaybook[0] uses SDF throughout. I don't think any of the game is conventional poly-based geometry. Having built with both SDF and conventional geometry, it's much easier to find excellent 3D modellers than it is to find people who can build with SDF though. [0] https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/Aaltonen_Sebastian_GPU_Based_Clay.pdf https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/pres...
- bob1029 4y ago> it's much easier to find excellent 3D modellers than it is to find people who can build with SDF though. Maybe we simply need to develop a more intuitive domain-specific language for artists to work at this level of abstraction? The benefits of working this way are incredible to me... Just in that one presentation you find quotes like: > Runtime performance not dependent on brush count > O(1) particle<->SDF collision detection > Perfect LOD