Posted by imagiro 4 days ago
I'm curious to know where he takes the gameplay. He mentions it being digging-focused, and also mentions the digging/terrain deformation aspects in other games like No Man's Sky are relatively low-fidelity. I wonder what a "high-fidelity digging game" looks like (:
Aside, if I may self-plug: I wrote a small series on SDFs, for those who might be interested[1]. I'm also using them in my game engine (though it's 2D, for me).
[1]
* https://festina-lente-productions.com/articles/sdfs-1/
1. Create a custom game engine.
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.
> Why create yet another physics engine? Firstly, it has been a personal learning project.
which is really rather wonderful and inspiring to see.
* Slides (good notes): https://advances.realtimerendering.com/s2015/AlexEvans_SIGGR...
(It's a combination of line segments for each letter and digit)
[0] https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...