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Mike Turitzin
@miketuritzin
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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
@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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@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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@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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@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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@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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@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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@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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@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:
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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@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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