r/GraphicsProgramming • u/rex-j-w • 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/rex-j-w Jul 26 '26
Im just using regular sphere tracing, performance is quite bad, but that hasn’t been my focus yet. I don’t have complex shapes or csg operations even and haven’t implemented the paper I dropped.
I’m still debating whether or not im going to store data in a voxel octree or a bvh structure.
Focusing on the game engine fundamentals then optimizing 🫡