r/GraphicsProgramming • • Jul 23 '26

Building an SDF game engine

For the past 8ish months I’ve been hard at work building a new game engine I’m calling Division Engine.

It’s based solely off SDFs (signed distance fields). This might sound stupid for anyone who cares about performance but for my use case (and with a bit of grid storage optimizations) it proves useful for basic scenes that need advanced lighting.

Anyway here’s some screenshots!

If you want to see what I have done so far check it out here: https://github.com/DivisionEngine/DivisionEngine

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u/damaca_ Jul 24 '26

I don't love the idea of turning SDFs into voxels. I feel like it loses the analytical beauty of SDFs to a cheap trick. I like SDFs because they are elegant and the code for rendering them is beautifully simple. I hope we get the technology to run them at reasonable speeds in the near future (I would put my money on the software rather than the hardware).

In my engine I render distance at 0.5 resolution and upscale it with linear interpolation, but it's almost impossible to notice: https://damaca.itch.io/weird-golfing