I was able to work out most of the functions I've found, and implement them in
SDL with isosurfaces.
box and sphere:
Smooth(*) difference (* not as smooth as I'd like - but it's a feature not a bug
;) )
Box bent in x-y
Smooth(*) intersection
Smooth union (polynomial #1)
Smooth union (polynomial #2)
Smooth union (polynomial #3)
Smooth union (exponential)
I wasn't able to get the power function for the union to work, but maybe in
time...
Very happy to be able to bend a primitive like a box :)
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