A flock of 10000 agents simulated in real-time with #GodotEngine! ๐คฉ Again using a compute shader, this time with the classic Boid algorithm!
They do tend to clump up a bit though ๐
A flock of 10000 agents simulated in real-time with #GodotEngine! ๐คฉ Again using a compute shader, this time with the classic Boid algorithm!
They do tend to clump up a bit though ๐
@realkotob not for this specifically no ๐
I just used the docs to use compute shaders: https://docs.godotengine.org/en/latest/tutorials/shaders/compute_shaders.html
And then implemented the boid algorithm from there: https://vanhunteradams.com/Pico/Animal_Movement/Boids-algorithm.html
Lastly gave the agents some color and glow depending on the speed at which they are traveling ๐
It took a good evening of hacking and trail and error ๐
@cowboyscott Yep, it's over here! Though it's pretty hacky and I'm not planning on cleaning it up ๐
https://github.com/SanderVanhove/godot-compute-shaders/tree/main/Boids
Attached: 1 image Here are 500 agents. Now they have space to swim back and forth a bit more ๐ค #GodotEngine #indiedev