Claybook[0] uses SDF throughout. I don't think any of the game is conventional poly-based geometry.
Having built with both SDF and conventional geometry, it's much easier to find excellent 3D modellers than it is to find people who can build with SDF though.
> it's much easier to find excellent 3D modellers than it is to find people who can build with SDF though.
Maybe we simply need to develop a more intuitive domain-specific language for artists to work at this level of abstraction? The benefits of working this way are incredible to me... Just in that one presentation you find quotes like:
> Runtime performance not dependent on brush count
> O(1) particle<->SDF collision detection
> Perfect LOD
Having built with both SDF and conventional geometry, it's much easier to find excellent 3D modellers than it is to find people who can build with SDF though.
[0] https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/pres...