This is super cool, and I like the no-nonsense presentation.
I'm curious to know where he takes the gameplay. He mentions it being digging-focused, and also mentions the digging/terrain deformation aspects in other games like No Man's Sky are relatively low-fidelity. I wonder what a "high-fidelity digging game" looks like (:
Aside, if I may self-plug: I wrote a small series on SDFs, for those who might be interested[1]. I'm also using them in my game engine (though it's 2D, for me).
[1]
* https://festina-lente-productions.com/articles/sdfs-1/
I am interested in the small series and also the game engine (if not covered in the series). I will read these, thank you for sharing.