Modes
Intermediate
9 min

Spawner Mode: One Ball Becomes Hundreds

Multiplication, splitting, merging and lifespan. Building growth clips that stay watchable instead of turning to mush.

01

How Spawning Triggers

Spawner mode adds balls in response to events rather than on a timer alone. Boundary Hit spawns when a ball strikes the arena wall. Inertial Hit spawns based on impact force, so only hard collisions multiply. Genesis Count, from 1 to 100, is how many balls the run starts with. Max Population, from 1 to 5000, is the ceiling. The ceiling matters more than it looks: an uncapped growth curve fills the arena in seconds and the clip becomes a solid block of colour with nothing to watch.

Technical Specifications
  • Genesis Count: 1 to 100
  • Max Population: 1 to 5000
  • Spawn Amount per trigger: 1 to 50
  • Spawn Gap: 10 to 5000 ms, step 10
  • Spread Angle: 0 to 360 degrees
  • Inherit Speed: 0 to 2, step 0.1
02

Shaping the Growth Curve

Spawn Amount, from 1 to 50, sets how many balls each trigger produces, and it is the single biggest influence on pacing. A value of 1 gives slow linear growth. A value of 5 or more compounds fast. Spawn Gap, from 10 to 5000 milliseconds, is a cooldown that stops one chaotic moment producing a hundred balls at once. Spread Angle, from 0 to 360, controls whether new balls fan out or launch in a beam. Inherit Speed, from 0 to 2, decides how much of the parent velocity the new ball keeps, and low values make new balls drop away while high values keep the swarm energetic.

Key Tips
  • Spawn Gap is the fix for growth that explodes too early. Raise it before you lower Spawn Amount.
  • A Spread Angle near 0 gives a directional jet, which reads very differently from a 360 degree burst.
03

Splitting

Splitting breaks a ball into pieces instead of adding new ones alongside it. Split Limit, from 1 to 10, caps how many generations deep the chain can go. Pieces, from 2 to 8, sets how many fragments each split produces. Shrink Amount, from 0.1 to 0.95, is the size multiplier applied to each piece, so 0.7 means each generation is thirty percent smaller. Split Speed, from 0.5 to 5, is the outward push. Splitting reads as destruction where plain spawning reads as growth, which makes it the better fit for an impact-driven clip.

Technical Specifications
  • Split Limit: 1 to 10 generations
  • Pieces per split: 2 to 8
  • Shrink Amount: 0.1 to 0.95
  • Split Speed: 0.5 to 5, step 0.1
04

Merging and Population Control

Merging runs the process backwards: balls that meet combine into a larger one, up to a Max Size from 50 to 500. Slow Giants damps the largest balls so a merged giant does not tear through the arena. Auto-Remove is the other control, giving each ball a Lifespan from 0.5 to 60 seconds with a Fade Speed from 0 to 5 and an optional shrink on death. Together, merging and auto-remove are what let a spawner run sustain itself instead of hitting the population ceiling and freezing into a static mass.

Key Tips
  • Merge plus auto-remove gives a clip that can run indefinitely, which is what you want for a loop.
  • Turn on Shrink on Death. A ball that fades while shrinking reads as intentional, one that just vanishes reads as a bug.
05

Spawning on the Beat

Beat Spawn ties spawning to the audio instead of to collisions, with a Sensitivity from 0.1 to 1.0 setting how strong a beat has to be to trigger. Combined with a song from the Audio tab, this gives you a swarm that visibly grows in time with the music, which is a different effect from Rhythmic mode: there, bounces play the song, here the song drives the population. Low sensitivity responds to almost everything, high sensitivity only to strong beats.

Key Tips
  • Start Sensitivity around 0.6 and adjust. Too low and it fires constantly, which reads as no sync at all.

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