gl10s by ivo
A rudimentary experimental game that is implemented in a single GLSL fragment shader.
More an experiment than an actual game, this entry consists of a single OpenGL fragment shader. All Code is executed once per pixel per frame.
When I started, I had virtually no experience in shader programming and basic knowledge of OpenGL. I learnt a great deal about shaders and computer graphics in general.
Game state is stored in the alpha channel of the fragments, as there is simply no other way to store any persisting data.
The game does rudimentary 'collision detection' with neighbouring fragments read from the back-buffer.
The Code is very messy and bloated, as I started by just playing around and gradually it became what it is now. I didn't have time to clean it up, I may add some comments and minor fixes to the code some other time.
The theme is only partially included: The single stages of the game are exactly 10 seconds long. There is definetly some room for improvement here.
The whole thing is developed and hosted in the amazaing GLSL Sandbox at http://glsl.heroku.com/
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- Being tested and developed in Chrome, it should run in Safari and Firefox as well. Firefox seems to have a bug where the 'cursor' starts out somewhere in the center of the screen (probably in connection with the elapsed time, submitted by the JavaScript backend).
- To restart the game, you have to reload the page.
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Update: upon request i removed the strobe effect at the end, as it is only in the outro screen not having any affect on the "gameplay".
More an experiment than an actual game, this entry consists of a single OpenGL fragment shader. All Code is executed once per pixel per frame.
When I started, I had virtually no experience in shader programming and basic knowledge of OpenGL. I learnt a great deal about shaders and computer graphics in general.
Game state is stored in the alpha channel of the fragments, as there is simply no other way to store any persisting data.
The game does rudimentary 'collision detection' with neighbouring fragments read from the back-buffer.
The Code is very messy and bloated, as I started by just playing around and gradually it became what it is now. I didn't have time to clean it up, I may add some comments and minor fixes to the code some other time.
The theme is only partially included: The single stages of the game are exactly 10 seconds long. There is definetly some room for improvement here.
The whole thing is developed and hosted in the amazaing GLSL Sandbox at http://glsl.heroku.com/
##############
- Being tested and developed in Chrome, it should run in Safari and Firefox as well. Firefox seems to have a bug where the 'cursor' starts out somewhere in the center of the screen (probably in connection with the elapsed time, submitted by the JavaScript backend).
- To restart the game, you have to reload the page.
###############################
Update: upon request i removed the strobe effect at the end, as it is only in the outro screen not having any affect on the "gameplay".
| Web (GLSL Sandbox) | http://glsl.heroku.com/e#10645 |
| Original URL | https://ludumdare.com/compo/ludum-dare-27/?action=preview&uid=21392 |
Ratings
| Coolness | 51% | 3 |
| Overall | 2.35 | 1100 |
| Audio | 1.32 | 960 |
| Fun | 1.75 | 1167 |
| Graphics | 3.16 | 397 |
| Humor | 1.27 | 976 |
| Innovation | 3.36 | 281 |
| Mood | 2.15 | 953 |
| Theme | 2.02 | 1142 |
Good job!