A flock of 10000 agents simulated in real-time with #GodotEngine! 🤩 Again using a compute shader, this time with the classic Boid algorithm!

They do tend to clump up a bit though 😅

#gamedev #indiedev

Well, Twitter's compression algorithm didn't like that 😅
Here are 500 agents. Now they have space to swim back and forth a bit more 🤗
#GodotEngine #indiedev
@SanderVanhove That looks nice. Boids? What drives the color? They need a wrapping world so they can swim off the left side of the screen and onto the right.
@WereCoder thanks 😁 yep it's indeed a boid simulation. I thought about that, but didn't want to bother with distance calculations in a wrapping world 😅 it way easier to just make them "fear" the walls.
@WereCoder the color is dependent on the speed they are going.