SDF blend-shell critters ยท one draw call each ยท zero animation clips
Every critter is plain capsule/cone meshes merged into one draw call. A vertex shader snaps each vertex onto the smooth-min SDF surface of all shapes combined, so overlapping parts converge onto one blended skin โ the seams simply cease to exist. Normals come from the SDF gradient and colors blend by SDF proximity, so lighting and palette flow continuously across joints. No raymarching, no skinning: cost is per-vertex, which is why it runs on phones.
Animation is 100% procedural โ reactive IK stepping for 2/4/6 legs, a squash-and-stretch state machine for hoppers, hover-and-bank for flyers, and verlet-rope tails and ears whose segments are SDF primitives too, so they stay seamlessly fused while they flop. A character is ~15 lines of JSON.
Click a critter to see its JSON. Click the ground to get their attention.