From Raymarching to Conemarching - FRACTAL GLIDE Devlog 1

  Рет қаралды 34,520

Nabil Mansour

Nabil Mansour

11 ай бұрын

In this devlog, I showcase my cone marching implementation and its inclusion in my game. I also discuss some VFX additions and new gameplay mechanics.
The game has now been released!
Check it out on Steam: store.steampowered.com/app/25...
Previous Devlog: • Flying in a Fractal Wo...
Resources:
- Intro Shader: www.shadertoy.com/view/WtXcWB
- Article mentioning cone marching: / my-journey-into-fractals
- Cone marching tutorial PDF: www.fulcrum-demo.org/wp-conten...
- Orbit trapping wiki page: en.wikipedia.org/wiki/Orbit_trap
- Shadow mapping tutorial: learnopengl.com/Advanced-Ligh...
Music:
- Busy Beat - Silent Partner: • Busy Beat - Silent Par...
- First In Line - Silent Partner: • First In Line - Silent...
- Babylon - Disco Ultralounge: • Babylon - Disco Ultral...
- Icelandic Arpeggios: • Icelandic Arpeggios

Пікірлер: 102
@wagbagsag
@wagbagsag
The cool thing about fractals is that they have texture at every scale. I think it would be really cool if you could shrink your player and fly into the infinite detail
@noahtell1314
@noahtell1314
Oh cool someone actually thought of this. I had a similar idea some years ago but called it sphere marching. Seems to not be the same. For my idea, you would calculate a sphere as a march step in some direction and rasterize and progress any fragment on within the perceived circle of the sphere.
@vlad._dev
@vlad._dev
Really cool stuff so far. Definitely looking forward to seeing the direction you take this project in.
@dottedboxguy
@dottedboxguy
man i love yt for recommending me unknown stuff like this, i love it. amazing work !
@quinn4160
@quinn4160
this is awesome! I did a project a little while back with raymarching and mandelbulbs, and you used some really cool features I didn't think about. I'll have to do some tweaking if I revisit that project.
@ethansmit159
@ethansmit159
That was a beautiful ost buddy.
@Mega-13
@Mega-13
This is a very impressive project. I am really interested in Raymarching in a Unity context. But there are not many resources out there. Finding this and all the resources you provide made me very happy :)
@rmt3589
@rmt3589
I hope you do make the conemarching tutorial!
@jihadkhawaja
@jihadkhawaja
Awesome, thanks for sharing
@MaxIzrin
@MaxIzrin
That's a very clever concept!
@noahtell1314
@noahtell1314
I do feel like building signed distance function (SDF) in a bounding volume hierarchy (BVH) along with fractals and other procedural algorithms, plausibly neural networks for textures could be an actual breakthrough in game development. It could create a dynamically changing world with the prospect of a very simple collision algorithm through the SDF.
@user-eh5wo8re3d
@user-eh5wo8re3d
Really nice project, and the video is really well made too
@Rikikiz
@Rikikiz
Very interesting !
@niuage
@niuage
Mind-bendingly cool :)
@AllExistence
@AllExistence
At such speeds, the ray distance you use is simply not enough.
@DeemoDev
@DeemoDev
Great video! The concept of conemarching seems like a natural evolution of raymarching since it optimizes very obvious issues of checking every pixel.
@Queezz
@Queezz
Amazing stuff!
@Polygarden
@Polygarden
Great video! I have unintentionally rendered clouds in a very similar way. First you do a lowres pass rendering the boundaries and from this lowres pass you start your refining rays. You could do this over and over again with multiple passes. Interestingly this works also in vertex shaders. (so you could even define geometry boundaries by ray-marching through vertices, which can act as your lowres buffer)
@TavishMcEwen
@TavishMcEwen
YOOO I KNEW THERE HAD TO BE MORE
@SeanStClair-cr9jl
@SeanStClair-cr9jl
This looks amazing. It's an odd thing to request, but, I wonder if actually limiting the flying in some what would actually make it feel even more impactful when you are flying? Something about "on-the-ground life" really makes flight seem that much more special. Like this totally reminds me of Minecraft elytra flying (though even better), and one thing that makes that so amazing is that it's not a trivial thing to stay in the air.
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