Here is a very recent screenshot from my blobby-objects engine. It is produced with real-time blobby objects under OpenGL which morph and separate fluidly based on proximity to each other. In this particular example I used a specific shape of energy field for each blob which actually inverts the blob curves to produce convex blob shapes and blobs of various different sizes and shapes. There is also a more animated version which causes the blobs to wobble and have a more `rounded square` look to them. In this pic you can see small `bubbles` of blobs that bubble up as the objects move around. Currently runs well over 30fps at 1024x768 with about 30 blob objects in 32-bit color, on my nVidea GeForce 4MX - 1GHz G4 iMac.
I keep polishing it up and experimenting with different shapes and colors, etc, but eventually this is going to be a game engine where you navigate around energy fields and use your blobby-aura to attract different kinds of objects and events to you. There will eventually be a particle system based on blobby objects of different styles, a fully blob-based menu system and some very artistically styled gameplay.
Let me know your thoughts, impressions and suggestions. :-)
You can see some other pics and info in my worklog (see sig).
I keep polishing it up and experimenting with different shapes and colors, etc, but eventually this is going to be a game engine where you navigate around energy fields and use your blobby-aura to attract different kinds of objects and events to you. There will eventually be a particle system based on blobby objects of different styles, a fully blob-based menu system and some very artistically styled gameplay.
Let me know your thoughts, impressions and suggestions. :-)
You can see some other pics and info in my worklog (see sig).