![project-logo](/src/img/project-icons/boids.png)
Boids
A bird/ fish or other related flocking simulation.
About
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:
- Compute shader
- GPU instancing
- Basic spatial hashing
- C# implimentation
Why?
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