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

@SanderVanhove Clumping? Needs more separation force!
Sander Vanhove (@[email protected])

Attached: 1 image Here are 500 agents. Now they have space to swim back and forth a bit more 🤗 #GodotEngine #indiedev

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