Pixeljunk Shooter has really cool fluid simulation. I found the dev's video explaining what they did. Here I understand that it is particle based simulation Smoothed Particle Hydrodynamic I can ...
I have a texture intended as a mask. The texture type is GL_R32F (32 bit float) and the data inside is a signed distance field (= value of each texel is distance to nearest mask edge). For test ...
I am using a signed distance field for collision detection. The object I calculated the distance field for rotates between 0 and -30 degrees. The other object I want to check collision against is in a ...
I'm "raymarching distance fields" (proper lingo: sphere-tracing) in GLSL. To implement cone-marching atop of it (and also to minimize the number of raymarching steps regardless of whether ...
In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people ...