
Metaballs
Metaballs
In the history of game development, there has always been a "standard" means to represent data in the game world. During the 2D era the world and its components were shown by using sprites -- collections of pixels to form an image. As the industry moved into 3 dimensions, this standard-format became the 3D model. Models representing the world, characters, and objects as collections of vertices in 3D space.
Exploring Metaballs and Isosurfaces in 2D
Introduction to metaballs Note: bold letters are vectors, normal letters are scalars Metaballs are described as: - m n = location of metaball number n - s n = size of metaball number n - k = number of balls - g = "goo"-value, which affects the way how metaballs are drawn - r = treshold for metaballs - p = place vector - | x | = magnitude (length) of vector x For a more "concrete" example, here's the same formula, written for two 2d metaballs: You could try to solve y from that equation and draw the metaballs like any normal 1-dimensional function, but as the number of balls increases, solving y becomes impossible.

