
Mike Turitzin
@miketuritzin • 7,641 subscribers
Building a game/engine based on signed distance fields ~ Past: rendering lead @figma, indie VR dev, founder @workflowy, search backend @ Google, Quake modder
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Experimenting with strong materials that can't be dug through using normal tools. Gameplay ideas: - block player movement, making underground navigation more complex - enclose special resources that need to be extracted using explosives or other means
Mike Turitzin140,676 просмотров • 6 месяцев назад

The beginnings of prototyping digging/mining gameplay. Resources are embedded in the ground and are dislodged when the surface is cut away. They're placed in colored regions that reveal their proximity. Lots of different directions to go with this, continuing to experiment!
Mike Turitzin23,262 просмотров • 6 месяцев назад

Finished implementing diffuse and specular image-based ambient lighting, and things are looking a lot nicer. This is still without any shadows or AO, so that's next! I also switched to using ACES for tonemapping, which is similar to what I had before but seems a bit nicer.
Mike Turitzin33,333 просмотров • 1 год назад

It's still kinda wild to me how much tweaking the easing function changes the feel of what kind of materials and tools you're working with. This video demonstrates "quintic" vs. "elastic" vs. none. The easing function controls the scale of the SDF subtraction.
Mike Turitzin10,541 просмотров • 4 месяцев назад

Demo of bilinear interpolation of SDF samples: - Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange. - Circles are drawn around samples to show distance magnitude. - Intermediate bilinear interp samples / segments are drawn. 1/
Mike Turitzin16,357 просмотров • 10 месяцев назад
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