Reader Snapshot: All credit goes to Craig Reynolds, who developed the algorithm and simulation. C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ...
Boids Aframe - Entertainment Topic Compass
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A c++ opengl simulation to test the performance of an Entity Component System. Trying to create some flocking behaviour, and getting a little distracted by spirals along the way...
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C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... All credit goes to Craig Reynolds, who developed the algorithm and simulation.
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- A c++ opengl simulation to test the performance of an Entity Component System.
- All credit goes to Craig Reynolds, who developed the algorithm and simulation.
- Trying to create some flocking behaviour, and getting a little distracted by spirals along the way...
- C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ...
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