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I'm making a game engine based on dynamic signed distance fields (SDFs)

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Mike Turitzin

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Description

I'm making a game engine based on dynamic signed distance fields (SDFs) is a YouTube technical overview by Mike Turitzin of a solo-built engine focused on high-fidelity editable world geometry.

He explains SDF edit lists with boolean unions and subtractions, then how grid caching, sparse brick maps, and player-centered clipmap LODs keep evaluation fast. Incremental brick updates via an AABB tree, marching-cubes meshes for Jolt physics, and fully 3D noise terrain are covered, with demos of tunnels, movable holes, and digging. Dreams and distance-field reconstruction are cited as inspiration.

It suits intermediate to advanced engine programmers interested in alternative world representations. Prior SDF or ray-marching exposure helps.

The video is free on YouTube as a self-contained talk with diagrams and live engine footage.

It is a systems-level tour of making dynamic SDF worlds practical for gameplay, not only for small demos.