Orisphere

Orisphere
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Orisphere aims to be an editor and embeddable renderer for the algorithmic generation of 3D shapes, materials, animations and effects 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 rendering and explore simple, complex, weird, mysterious, grim or eerie aesthetics.

Beyond the interactive rendering of the editor, I have three major use cases for the project (in order of ascending priority).

The first is the creation of what I call audiomations: non-interactive audiovisual experiences where Orisphere would be used to produce the visuals (models, maps, animations, etc.) and Oriquartz to produce the audio (musics, atmospheres, sound effects, etc.). It can be similar to what people create on Shadertoy, although the emphasis on audio and non-interactivity is lower there. Even if the end goal is a non-interactive experience, which allows to do pre-rendering into a high quality video, the interactive rendering of the editor is still very important for the creative process (e.g. for the ability to quickly iterate, explore, experiment).

The second one is the 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, making it much less resilient regarding performances than the first case, but 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 third is the creation of isometric games. Thanks to the static isometric view, tiles and effects can be rendered and baked, at runtime, using Orisphere (e.g. when loading the game, when loading a map, or each frame for more dynamic elements). Similarly to the first case, it can give great creative freedom and visual quality, while being an interactive experience with good performances.

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.


  1. ^ Image Based Lighting