This looks pretty cool!
32 is a deliberate ceiling for this edition, not a limit of the technique. The design goal was set no compute no buffers one file shapes travel as uniform arrays, and every primitive adds a distance eval to every march step on every pixel, so a fully analytic field doesn't want hundreds anyway. The scaling tricks are exactly the ones you list bake everything static into a precomputed SDF texture and sample it as a single primitive. That's the natural direction for the node based edition if it grows to v2
Hadn't seen the liquids part of that SIGGRAPH talk thanks for the pointer, watching it.
Nice transition effect Thanks for sharing!
Nice transition effect Thanks for sharing!
Fair suspicion in 2026. AI can write it! , which is exactly why I built the sandbox instead of leaving this as a wall of advice. The useful part is meant to be testable version specific AStarGrid2D behavior, reproduced gotchas, and an interactive grid you can poke at. If you see a specific mistake, vague claim, or Godot-version mismatch, point me to it and I’ll fix it.