| ▲ | cubefox 4 hours ago | |||||||
Almost every 3D game uses textured polygons almost everywhere (except sometimes for fog or clouds), so this SDF engine is nice to see. However, he doesn't mention animations, especially skeletal animations. Those tend to work poorly or not at all without polygons. PS4 Dreams, another SDF engine, also had strong limitations with regards to animation. I hope he can figure something out, though perhaps his game project doesn't need animation anyway. | ||||||||
| ▲ | Boxxed 4 hours ago | parent | next [-] | |||||||
I'm not super familiar with this area so I don't follow... Why is animation any more difficult? I would think you could attach the basic 3D shapes to a skeleton the same way you would with polygons. | ||||||||
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| ▲ | 01HNNWZ0MV43FF 3 hours ago | parent | prev [-] | |||||||
His SDF probably puts out a depth buffer, so with some effort (shadows might be hard?) you can just mix it with traditional polygons. The same way raytracing and polygons mix in AAA games. He's using the SDFs to fill a space sort of like Unreal's Nanite virtual geometry. Nanite also doesn't support general animation. They only recently added support for foliage. So you'd use SDF / Nanite for your "infinite detail" / kit-bashing individual pebbles all the way to the horizon, and then draw polygon characters and props on top of that. In fact I was surprised to see that Nanite flipped from triangle supremacy to using voxels in their new foliage tech. So maybe the two technologies will converge. The guy who did the initial research for Nanite (his talk also cites Dreams ofc) said that voxels weren't practical. But I guess they hit the limits of what they can do with pixel-sized triangles. | ||||||||