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Mike Turitzin Profile
Mike Turitzin

@miketuritzin

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Following
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Exploring. ~ Past: rendering lead @figma, creator of PARTICULATE for PC VR, founder of @workflowy, search engine backend @ Google, graphics research @ Stanford

San Francisco, CA
Joined May 2009
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@miketuritzin
Mike Turitzin
7 months
Sparse allocation/rendering of SDF bricks is now working! The pipeline is fully GPU-driven - a series of compute shaders that manages brick allocation/baking in a 3D texture atlas, followed by draw-indirect for rendering. Still a lot more work to do, including automatic LOD.
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@miketuritzin
Mike Turitzin
3 days
@chrisbe1968 These pointers are helpful, though, and I've been learning more about game physics recently so I would actually love to dive into this stuff more when I have more time and am not just trying to get something working quickly.
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@miketuritzin
Mike Turitzin
3 days
@chrisbe1968 Also worth re-mentioning that I'm rendering the SDF via sampling the SDF directly (and ray-marching baked volume textures), so that is done without a mesh.
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@miketuritzin
Mike Turitzin
3 days
@chrisbe1968 Maybe, but I'm not aware of straightforward ways to do this for arbitrary SDFs. A big complicating factor is that smooth blends (as well as subtractions) make the distance field a bound rather than exact, which means it becomes a lot harder to compute overlaps.
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@miketuritzin
Mike Turitzin
3 days
@andreintg Yeah, I think there is a significant random component, esp. in the first 30 minutes or so. But the bigger following you have I think the lower the randomness gets because you spin the wheel more times in the first 30 mins.
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@miketuritzin
Mike Turitzin
3 days
@andreintg .. the biggest response I've ever received. It is educational to see what does well, though often people seem to do the best with ranting and hot takes which I try not to engage in /shrug
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@miketuritzin
Mike Turitzin
3 days
@lucascassiano I'm using signed distance fields for the "smooth blends" and then marching cubes to generate the collision mesh for physics (but ray-marching of baked 3D textures for the rendering).
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@miketuritzin
Mike Turitzin
3 days
@zeelee3D Thanks! I have been trying to post regular updates with explanations of how things work, and I'm also planning a longer form video and/or article about it.
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@miketuritzin
Mike Turitzin
3 days
@GameDevMicah Ah nice, I have read a bit about their usage in UE.
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@miketuritzin
Mike Turitzin
3 days
@Yeltansss The main cost is regenerating the collision mesh when the (static) SDF scene changes. I think I can get that fast enough, though, as the collision mesh resolution doesn't need to be very high. I'm using Jolt physics and feeding it triangle meshes:
@miketuritzin
Mike Turitzin
4 days
Got SDF collision mesh generation (via marching cubes) working with Jolt Physics! The collision mesh is regenerated when the SDF scene changes. Individual SDF primitives can be made "dynamic", which adds them as physics objects. 1/
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@miketuritzin
Mike Turitzin
3 days
@flaratt_ljos My engine is mostly custom but I am using Jolt physics!
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@miketuritzin
Mike Turitzin
3 days
@TheThingInFull Will get a team of 7 engineers on that stat
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@miketuritzin
Mike Turitzin
3 days
@GameDevMicah What are mdf volumes?
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@miketuritzin
Mike Turitzin
4 days
@QuantumJos @Shockwave_App @donutcounty It is a cool mechanic. Have played Donut County in the past, maybe there are some more angles on it 🤔🤔
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@miketuritzin
Mike Turitzin
4 days
The video covers it up pretty well, but I'm actually just generating a single collision mesh "chunk" right now - so the obvious next step is to chunkify the whole world and add/remove chunks as the camera moves around. It's cool to see things more interactive! /end
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