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tamat | 1 month ago

the 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 plan to have lots of tunels, then the number of instances is going to skyrocket.

discuss

order

andybak|1 month ago

Although a decent chunk of modern tooling is there to handle the limitations of triangles. And modelling is often using higher-level abstractions that are only turned into triangles at the end of the process.

cyber_kinetist|1 month ago

That's true if you're using a CAD-like tool, but that's typically not used for art (more for engineering / mechanical design)

Game / VFX artists heavily use mesh-based tools such as Maya or Blender.