Media Summary: C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... I do not own this. All credit goes to Craig Reynolds, who developed the
Flocking Simulation 80 000 Boids - Detailed Analysis & Overview
C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... I do not own this. All credit goes to Craig Reynolds, who developed the