Competitvely model/sketch against a friend using spheres, cubes, cones and cylinders that seamlessly gloop together!
Through the power of raymarching and shapes rendered using math equations rather than meshes, shapes smoothly blend together as you translate, rotate, and scale the 4 available default shapes. A simple 2D image comparison algorithm decides if you or the other player is closer to your target and will brighten or dim the spotlight on your easel accordingly. This game plays on the idea of going between 2D and 3D in sketching and modeling, the interplay between form and contour.
This game was built C++ and OpenGL. It's creation was aided by the assignment 3 base code from the course, 15-466 Computer Game Programming, at Carnegie Mellon, Inigo Quilez's code for raymarched primitives, and this implementation of this paper on hatching.