Media Summary: C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the This video is an Implementation of good old
Flocking Simulation In Minecraft Boids - Detailed Analysis & Overview
C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the This video is an Implementation of good old Wanted to do this for a little while now... went by the 3 main behaviours from this page: