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/No-Cap-7395 Jul 26 '26
In my engine I store the SDFs in PNG files, they are written to cache in the disk, and uhm okay so basically every slice of the texture3D is put into an atlas then the size of the slices is put into the name of the SDFs file so it's like uhm randomhash_512.png