
Ghost's End
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Portrayal of the last AI on Earth, during the moment when its source of power is on the edge of flickering out of existence. While not a game, this piece is just an ambient and semi-interactive bit of visual artwork.
There are two versions available, both of which respond to the left/right mouse buttons:
- Stand-alone, which provides its own images.
- Webcam-based, which acts like a carnival-mirror (all data stays local to the client).
Note: It can sometimes take a few seconds for the shaders to compile (depending on CPU speed). There's unfortunately no UI to indicate progress, so it'll just show a black screen after the initial download progress bar completes.
While I definitely recommend trying out the webcam-based version, quite understandably most people either don't have a webcam or would feel uncomfortable, hence the creation of the stand-alone version. While my intent was to unify the two builds with a set of player-controls, I didn't have time to learn the UI suite and handle any webcam-toggling errors.
In any case, thank you for your time, and I hope you enjoy the visual toy! :relieved:
About the source: The bulk of the project is implemented in shaders, notably GheSimulationMoveShader.shader. Other than that, FragmentShaderSimulation.cs is the generalized tool that coordinates execution of the initialization, cursor-input, simulation, and display shaders. :grin:
There are two versions available, both of which respond to the left/right mouse buttons:
- Stand-alone, which provides its own images.
- Webcam-based, which acts like a carnival-mirror (all data stays local to the client).
Note: It can sometimes take a few seconds for the shaders to compile (depending on CPU speed). There's unfortunately no UI to indicate progress, so it'll just show a black screen after the initial download progress bar completes.
While I definitely recommend trying out the webcam-based version, quite understandably most people either don't have a webcam or would feel uncomfortable, hence the creation of the stand-alone version. While my intent was to unify the two builds with a set of player-controls, I didn't have time to learn the UI suite and handle any webcam-toggling errors.
In any case, thank you for your time, and I hope you enjoy the visual toy! :relieved:
About the source: The bulk of the project is implemented in shaders, notably GheSimulationMoveShader.shader. Other than that, FragmentShaderSimulation.cs is the generalized tool that coordinates execution of the initialization, cursor-input, simulation, and display shaders. :grin: