Media Summary: C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... IT'S A LEAN, MEAN, GREEN, BOID-BREEDING MACHINE Y'ALL. PyBoids is an ongoing series exploring the ways that different ... The Wolfram Demonstrations Project contains thousands of ...
Evolved Flocking Simulation - Detailed Analysis & Overview
C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... IT'S A LEAN, MEAN, GREEN, BOID-BREEDING MACHINE Y'ALL. PyBoids is an ongoing series exploring the ways that different ... The Wolfram Demonstrations Project contains thousands of ... Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the Long in the making, it's finally here. Today, I present the inner workings of how I added Herding in The Bibites