Skip to content

About

No description, website, or topics provided.

Resources

Stars

99 stars

Watchers

2 watching

Forks

Repository files navigation

2D/3D Boids Flocking Simulation (CPU/GPU)

See it in action here: Boids

Native builds of the latest commit: Windows · macOS · Linux (the macOS app isn't notarized, so allow it under System Settings > Privacy & Security on first launch)


I wanted to learn about GPGPU and Compute shaders so ended up making a boid flocking simulation in unity.

I first made it in 2D on the CPU, then using Burst/Jobs, and eventually moved everything to the GPU, which brought an insane performance increase.

The simulation uses a uniform spatial grid as an acceleration structure to determine nearest neighbours, as brute force method would cap out at around 50k entities even on GPU.

Method used is inspired by this presentation: https://on-demand.gputechconf.com/gtc/2014/presentations/S4117-fast-fixed-radius-nearest-neighbor-gpu.pdf

3D: 16,776,960 boids on the GPU

2D: 67,107,840 boids on the GPU

About

No description, website, or topics provided.

Resources

Stars

99 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages