programming.dev

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programming.dev is a collection of programming communities and other topics relevant to software engineers, hackers, roboticists, hardware and software enthusiasts, and more.

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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/shader/fullscreen-sdf-raymarching-with-smooth-csg-and-depth/

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/case-studies/sdf-raymarcher-godot/

Distance functions after Inigo Quilez.

youtube: https://youtu.be/Y1sd9Cx4NAs



I’m making a game where the player moves through an endless scrolling 2D world. Currently, I want the terrain to represent a sine wave, as shown in the provided illustration.

How should I setup my terrain scene to generate this terrain with collision? Or should the terrain generation be in the main game scene? If the later, what node structure should I use for my terrain?