Move the mouse to push the last blob into the others, and click to change the look of the screen (four levels, Mega Drive dither, the NES palette).
It is one sprite material, written in WGSL and GLSL so it runs on both backends. The engine fills in mu.time, and the blobs arrive as three vec4 uniforms the game writes every frame.
A metaball is a field, not a shape: every blob gives off 1 / distance², the fields add, and wherever the total passes a threshold is inside. Two blobs close together push it over the threshold in the gap between them too, and that is the melting.