
Florian Hoenig
9.9K posts

Florian Hoenig
@rianflo
Building a real-time SDF game engine and game asset creation tool @unbound_io with @andreintg. 🇺🇸🇦🇹🦘- @speedrun SR004


This is real-time.. The debate about Nvidia's latest neural rendering tech is ongoing. One side sees the potential of the technology to bridge the gap across the uncanny valley, to give us a much less rigid creative process than a to b to c.. the other side shouts "slop" and tries to shame any creative who dares to explore this new technology, any chance they get. Meanwhile, I'm over here saying "I told you so".. Gen Ai is here to stay, its becoming real-time and Nvidia now has the "RTX on" for AI which I've been talking about for years. We need creatives to help shape meaningful tools that combine this tech with much more granular creative control.. with tools where you as an artist see your creative thumbprint from beginning to end in the parts of the work that matters the most to you. If you're shaming artists or storytellers who embrace these tools, you're doing them a disservice in my opinion. If they don't learn to utilize these tools and workflows, to make them their own and to shape them, others will. There's no way this tech won't be a huge part of the creative industry and of the way we tell stories. It's happening around us as we speak. That said, at the core of it, do what makes you happy and create in any way you like. Don't let people tell you that "you can't do this" or "you have to do it like this".


Now is the perfect time to write your own engine. The argument in the past was that you don't have time to write all the less important generic features. Now, the LLM will do that for you. You can focus on things that differentiate your product.



Game engine made in 5 days complete Features: - Vulkan/Metal backend with bindless and RT - macOS/Windows/Linux support - Audio system with spatialization - Input system - C++ scripting with hot-reload - Automatic shader hot reload - Actor model and world serialization/deserialization - Asset system with ref-counting - Fully fledged editor, launcher, and project system - Physics system - Physically based BRDF - Point/Spot/Directional lights - Deferred shading - CPU frustum culling - Raytraced shadows - Procedural sky - FXAA - Debug renderer - HDR rendering










