Media Summary: the color is based on the normalized velocity. I'm using a 1K sliding shared memory buffer to distribute the simulation with the nearest neighbor search across multiple frames. Brute force flocking algorithm implemented via HLSL
Boids With Compute Shader Psychobiotik Workshop - Detailed Analysis & Overview
the color is based on the normalized velocity. I'm using a 1K sliding shared memory buffer to distribute the simulation with the nearest neighbor search across multiple frames. Brute force flocking algorithm implemented via HLSL