Realtime compute shader based raymarching with CSG based on SDF:
Gif:
Built with Visual Studio 2019 and .Net Core 3.1.
The compute shader implementation is in its own repository and referenced via a git submodule. Therefore you must run:
git submodule init && git submodule update
after checkout to build the solution successfully.
- Uses signed distance fields to define simple geometry
- Uses CSG based operations to create complex geometry from many simple pieces
- configuration options (currently limited to file/command line based at startup)
- player & object movement within the scene
- purple screen when using compute shader on mobile chipsets (Intel Graphics 6xx and the likes). The shader simply doesn't run/output anything resulting in the default texture color (purple) being shown
- AccessViolationException on linkProgram on mobile chipsets (Intel Graphis 6xx and the likes)