Understanding Flocking 10000 Boids

Exploring Flocking 10000 Boids reveals several interesting facts. A short simulation of

Key Takeaways about Flocking 10000 Boids

  • C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ...
  • In this coding challenge, I create a
  • A short simulation of
  • 2 min 10,000 boids
  • Code written in Processing 3.4, can be downloaded here: https://github.com/LennartGimm/

Detailed Analysis of Flocking 10000 Boids

10000 boids Modeling Flocking

Yet more optimizations - both in CUDA and C#. This video runs at 20fps, but the app runs at 30fps when Fraps is not running.

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