Individual skill
game-sdf-and-field-modeling
Model game shapes, volumes, influence, procedural objects, and effects with signed distance functions, implicit functions, scalar fields, vector fields, and deformation fields. Use when building SDF primitives, field composition, raymarching inputs, organic procedural shapes, offsets, Booleans, deformation, or field-driven gameplay.
plugins/LVTD-LLC/skills/skills/game-sdf-and-field-modeling/SKILL.md
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- game-dev,game-geometry,sdf,fields,procedural-generation Declared skill tag
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# Game SDF And Field Modeling
Use this skill when a game system is better represented as a function over space
than as explicit triangles. Treat fields as gameplay and content tools, not only
rendering tricks.
Primary source: Geometry for Programmers by Oleksandr Kaleniuk
(https://www.manning.com/books/geometry-for-programmers), transformed and
paraphrased, especially chapters 2, 8, 10, and 11. Additional sources:
NVIDIA GPU Gems 3 chapter 34, "Signed Distance Fields Using Single-Pass GPU
Scan Conversion of Tetrahedra"
(https://developer.nvidia.com/gpugems/gpugems3/part-v-physics-simulation/chapter-34-signed-distance-fields-using-single-pass-gpu),
and "Designing with Distance Fields" by Perry, Frisken, and Jones
(https://merl.com/publications/TR2006-054).