No, but the website and source code can be downloaded and you can change the "count = 3" to more screens and add to the "positions = [...]" if you want.
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I have not written any papers on the collision detection used in the game (my main contribution here). However, there are many papers and tutorials already about ray marching rendering and procedural fractals or terrains. Specifically, you could check out the work of Inigo Quilez. But for collisions, I do have a more robust implementation in my python framework PySpace that generalizes the NP function to other SDFs besides Marble Marcher.
Thanks! By the way, there is yet another update with improved graphics, you should get a higher framerate. Also, 'Play' will resume at the last level, you don't have to load each stage from the menu ;)
That's really strange... Just to confirm, it says version 1.1.0 in the main menu, and every level in the levels menu has a time under it including the second page (all the way up to Fatal Fissures?) You do not need to redo the game, if you can see all the times then cheats are unlocked already.
The only feature that affects performance is shadows. You can disable by changing SHADOWS_ENABLED to 0 in assets/frag.glsl (line 34). But as it says in the description, you really do need a dedicated GPU for this game unfortunately.
Technically you can. In assets/frag.glsl, you can set 'SHADOWS_ENABLED' to '0' on line 34, but it's a little harder to play because you can't easily tell the height of the ball without them.
I actually fixed this last night and updated the download. It now drops frames when the GPU can't keep up. So it gets choppier instead of slower when framerate goes down. The physics, scores, etc all stay consistent.