
blob
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
(may not load correctly).
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.
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.