Thank you all for feedback. So it actually works . Forgot to ask, I really want to know what hardware you have and what performance you are getting?
My go to source.
With this project I've made my first baby steps in C++. Whole raymarching thing is purely glsl and renderpath.xml. But I had to disable Z-culling for light volumes, to make them work with raymarching result. Also I passed couple additional shader parameters for light scattering of spotlights. That's like 5-6 lines changed.
No, I just placed him there . I haven't tried collisions yet, but I will. Mesh is not an option, I have to calculate SDF for collisions either on GPU or CPU, both ways seems terrible. CPU will require to write code twice, keep it same, and may still give different results (in theory). GPU has problems with bringing information back to CPU to update objects.