Another experiment from my archive I want to share here. One day, I was looking into efficient methods of creating distance fields - basically 2D arrays which store (or show, if color coded) the distance to geometric primitives like dots, lines etc. Aplplications include e.g. font rendering.
By using simple 3D geomatric shapes (45° cones & ridges), these can be drawn efficiently in Blender using node materials and z-Buffer sorting. The idea is not mine, I found it in a paper, but couldn’t find the exact one again when I was searching today.
Check out the *.blend (built in 2.79b BGE)
BGE_Material_Distance_Field.blend (569.0 KB)
It includes some dot and line primitives with a simple shader
A plane which can be moved up and down as depth limit
Press SPACE to move dot
Press PgUP/PgDWN to move plane.
Maybe this is useful for somebody. If you derive something from it, I’d be happy if you could dump it here.