A bird/ fish or other related flocking simulation.


The simulation was built within the Godot Engine, and uses a variety of techniques to increase the amount of boids that can be run simultaneously, including but not limited to:

Using an RTX 2080, I was able to simulate around 100,000 boids while keeping a steady frame rate of 60fps, your milage may vary.


Well why not? I wanted to learn more about boid simulations and some of the techniques that go into optimising it.

Specifically, learning about compute shaders as well as gpu instancing. Even if what I learnt was relatively entry level, it was still something that was new and interesting