Orisphere

Orisphere
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Orisphere aims to be an editor and an embeddable renderer for the algorithmic generation of 3D shapes, materials and animations using analytic Signed Distance Functions (2D and 3D) and related techniques, for LÖVE.

The primary purpose of this project is to develop a simple methodology that I can use to easily experiment with 3D modeling and explore simple, complex, weird or eerie 3D aesthetics.

Beyond the interactive rendering of the editor, I have two major use cases for the project.

The first is the creation of isometric games (making tiles, etc.) with IPR. In this case, it would only render shapes and materials for further processing instead of a full render. This method should be very resilient regarding modeling freedom and performances. One example is the ability to use lower bound SDFs by baking costly objects and because small SDFs are evaluated for each tile instead of a big world SDF.

The second one is Orisphere Playground, a game built on this project which extends the same editing methodology for gameplay purposes. Each level would be an interactively rendered world SDF, akin to what Shadertoy users are doing, making it much less resilient than the first case. The hope is that the editor will give the tools to intelligently design a scene to keep the amount of primitives, operations and overall cost low enough for it to be a real time experience (in addition to rendering quality options).

The core ideas and constraints for the project are as follow:

Considered rendering techniques:

The editor will be under the GPL and the embeddable renderer under the MIT license.

The work of Inigo Quilez and the Shadertoy community are important learning resources to achieve this project.