EDGE

March of progress

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Rani might be your avatar, but it’s clear who the real star is here – it’s their name up in lights, after all. The gunk is a marvel, constantly bubbling away in a way that feels unsettling­ly organic, and reacting fluidly to your actions. This is thanks, in part, to ‘ray marching’, an algorithm that works with signed distance functions to create complex, interlocki­ng 3D shapes in realtime. “The tech itself isn’t new, but it’s seldom used in games, and extremely rarely used for effects that the player has control over,” Hartelius explains. A more common use case is creating believable clouds, he says – “but we really wanted to see: what can we do with this that has never been done before? And how could a game take shape from that?”

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