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This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
coolness: 0.56
fun: 2.26
graphics: 3.30
innovation: 3.15
mood: 2.14
overall: 2.35
theme: 2.05
Requires WebGL. Tested with firefox and chrome with HD5850, GTX670, GTX560 and Quadro4000.

The submission (goanna.cs.rmit.edu.au/~pknowles/blob-submit/) had some bugs, which didn't appear on my 660, so I've put together a "post-compo version" which should give an idea of what the game was meant to be.

== The Game ==

You are red. Only red blobs can be moved by you.

The aim: to eat food (green), reproduce and attack blue, becoming the dominant blobs!

Larger red/blue blobs will destroy smaller red/blue blobs.

Eating a green blob will duplicate the eater, with size deviation - evolution :)

You must balance eating and attacking (to cull your smaller blobs), encouraging evolution of larger red blobs.

The game ends when you lose too many blobs or destroy a significant portion of blue blobs.

Sorry to those of you without the hardware to run this. I built the game around my interest in GL shaders. The game itself runs almost entirely on the GPU and can happily handle blobs on the order of one million.

== Controls ==

Left drag to move red blobs. You "draw" force.

Scroll to zoom (not entirely necessary).

Right drag to pan.

== Tech Details ==

Each level is randomized at launch with perlin noise. I compute a signed distance field for collision detection with the level. Blobs move with a fragment shader, writing to a double buffered a floating point texture. Interaction is achieved by additively drawing density, velocity etc on to a texture which other blobs can read (These can be viewed by pressing tilde "~"). I count the number of remaining blobs similarly to mipmapping before reading a very small texture back to the CPU. The blobs are rendered by raycasting a density texture, similarly to parallax mapping, applying transmittance and environment mapping.
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