Media Summary: Interactive procedural Boids simulation with computer shader Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the A c++ opengl simulation to test the performance of an Entity Component System. No graphics optimisation implemented.
Interactive Compute Boids - Detailed Analysis & Overview
Interactive procedural Boids simulation with computer shader Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the A c++ opengl simulation to test the performance of an Entity Component System. No graphics optimisation implemented. Exploring the depths: simulations combining physarum and Boids (Unity JobSystem vs Compute Shader) Made with OPENRNDR Assignment for the workshop from .
000: No force 200: + Cohesion 400: + Visual Range