Media Summary: C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... Made these BadBoids for my seventh game project at my school! I'm really happy with how these turned out! And hopefully, they ... Code written in Processing 3.4, can be downloaded here:
Flocking 10000 Boids - Detailed Analysis & Overview
C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... Made these BadBoids for my seventh game project at my school! I'm really happy with how these turned out! And hopefully, they ... Code written in Processing 3.4, can be downloaded here: Yet more optimizations - both in CUDA and C#. This video runs at 20fps, but the app runs at 30fps when Fraps is not running.