Signed distance field raymarching in Godot 4, authored with nodes. Physics-driven metaballs melt into the SDF cubes in one fullscreen pass, and since every CSG op works on (color, distance) pairs, the colors blend along with the shapes.
Two free editions: Standalone shader (CC0): one .gdshader, no scripts paste onto a QuadMesh, edit map(). Godot Shaders https://godotshaders.com/...
Node-based project (MIT): shapes as Node3D nodes, live editor preview, physics, up to 32 primitives and a write-up. VavLabs Mit
https://vav-labs.com/...
Distance functions after Inigo Quilez.
youtube: https://youtu.be/Y1sd9Cx4NAs
To my knowledge, this is the first time anyone has done this in Godot, and that in itself is very impressive.
I was fucking around with my own attempt at giving Godot a kind of octree based ... spatial framework, if that makes any sense... I wonder what that and this could do together.
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