Got back into #gamedev a bit recently and this is one of the most wholesome bugs I've ever encountered. #signeddistancefunction and #raymarching is so exceedingly bodacious, we can have accidental shadows on our debug #octree grid lines.
Got back into #gamedev a bit recently and this is one of the most wholesome bugs I've ever encountered. #signeddistancefunction and #raymarching is so exceedingly bodacious, we can have accidental shadows on our debug #octree grid lines.
https://github.com/soypat/gsdf this looks pretty great.
I won’t claim a high level of knowledge or expertise with #signeddistancefunction but around 2 years ago I started learning #openscad and some of that sort of tooling.
https://pythonscad.org/examples.php was pretty cool too but the render performance was frustrating.
#genuary29 - Signed Distance Functions
After reading up on signed distance functions, I realized it's the same technique as rendering a fractal using orbit traps. Color is based on the signed distance to the trap edge, but it's the distance after each pixel goes through the fractal equation. Since most of the SDF references out there use shaders, I created a WebGL-animated Mandelbrot set using a horizontal and vertical orbit trap with the trap positions moving back and forth.
Live version is here (source is fully included in the html, so just "view source" to see how it works):
https://codeismycanvas.art/posts/genuary24/mandelbrot.html
#genuary #orbittrap #signeddistancefunction #fractal #fractalanimation #fractalart #webgl
@pentronik
SDF is a function with 2D or 3D input, so any resources on plotting contour maps of multivariable functions would be relevant
https://www.khanacademy.org/math/multivariable-calculus/thinking-about-multivariable-function/ways-to-represent-multivariable-functions/a/contour-maps