[HN Gopher] I'm making a game engine based on dynamic signed dis...
       ___________________________________________________________________
        
       I'm making a game engine based on dynamic signed distance fields
       (SDFs) [video]
        
       Author : imagiro
       Score  : 120 points
       Date   : 2026-01-08 10:34 UTC (3 days ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | rjh29 wrote:
       | Really impressive work. He covers it at the end, but being able
       | to create tunnels into terrain, walk through them and then make
       | the terrain disappear. Or make holes in the ground and move them
       | around to suck items in. Or dynamically erase or add to any
       | terrain in real time. A lot of interesting gameplay opportunities
       | here and surprisingly performant!
        
       | yunruse wrote:
       | The physics engine mentioned towards the end, Jolt Physics [0] is
       | used in the frankly blockbuster games Horizon: Forbidden West and
       | Death Stranding 2 and yet opens its description with
       | 
       | > Why create yet another physics engine? Firstly, it has been a
       | personal learning project.
       | 
       | which is really rather wonderful and inspiring to see.
       | 
       | [0] https://github.com/jrouwe/JoltPhysics
        
         | V__ wrote:
         | It has also become the default physics engine in Godot.
        
         | thom wrote:
         | Also increasingly well integrated into Godot.
        
         | armada651 wrote:
         | Its use in those games is no mere coincidence though, the
         | creator of that physics engine, Jorrit Rouwe, has worked at
         | Guerilla Games since the Killzone days.
         | 
         | https://jrouwe.nl/games.php
        
       | msephton wrote:
       | Great video. A new game engine powered by SDFs is the sort of
       | thing I want to find out about. Not the next game in a long
       | running franchise that looks the same as all the others that
       | preceded it. One for the from-scratch game dev nerds like myself!
        
       | mbullington wrote:
       | Go Mike! Been seeing his progress for a while on Bluesky, I knew
       | exactly (and who) what this was when I saw it on HN.
       | 
       | I was rendering-curious when we overlapped together at Figma.
       | Mike was super patient and giving with his time, answering all my
       | dumb questions and aiding with my Maker Week projects. Excited to
       | see him take on something so ambitious next.
        
       | deckar01 wrote:
       | Dreams on PS4 had an SDF modeler, but I'm not sure if the runtime
       | was SDF. Now that I think about it, the rendering engine had a
       | Gaussian splat look to it years before that paper.
        
         | koolala wrote:
         | They discuss Dreams in the video and even explain Brick
         | rendering.
        
       | matt3210 wrote:
       | Dang! Very nice!
        
       | num3ric wrote:
       | I wonder if ReLU fields could help reduce cache grid resolution
       | while improving reconstruction precision? See
       | https://arxiv.org/abs/2205.10824
        
       | cubefox wrote:
       | 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 wrote:
         | 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.
        
       | jacobgorm wrote:
       | GameGlobe from Haptico and Square Enix, the engine of which also
       | powered Project Spark from Microsoft, also used an SDF engine.
       | Former colleagues of mine built the tech in Copenhagen and I
       | remember getting a super impressive demo back then. This was the
       | first time I heard of SDFs.
        
       | DetroitThrow wrote:
       | Such impressive demos and great explanations in the video. Mike,
       | if you're reading this, keep making videos!
        
       ___________________________________________________________________
       (page generated 2026-01-11 23:00 UTC)