Media Summary: C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... I optimize my game engine to draw a whole lot of Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the
Boids Simulation In Minecraft Flock - Detailed Analysis & Overview
C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... I optimize my game engine to draw a whole lot of Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the