qemical flood addresses long-standing grievances with rubber duckies not being smooth and detailed enough. But seriously though, more models coming!
And I'm going to make games with this.
While raymarching doesn't always achieve perfectly smooth imagery, it certainly has its own unique look. I'm not the first to experiment with the technique but to the best of my knowledge it's the first and only general purpose implementation at the moment. Meaning it's intended for not only abstract geometry, fractals or procedural terrain, but any objects or environments.
Take a look at screenshots and videos produced with qemical flood.
You can join my discord and hang out, ask whatever is on your mind.
Anyone running 64 bit Linux or Windows can test the tech on their own machine. You can download the first demo from itch.io.