Useful Takeaway: For Computer Animation Algorithms and Tech class Mark Thill and I created this A simple generic quadtree implementation for spatial and collision detection I've been playing with while developing my game ...

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This video runs at 20fps, but the app runs at 30fps when Fraps is not running. A simple generic quadtree implementation for spatial and collision detection I've been playing with while developing my game ...

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  • For Computer Animation Algorithms and Tech class Mark Thill and I created this
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Boids Test with XNA

Boids Test with XNA

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Boid simulation using XNA

Boid simulation using XNA

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XNA Boids Follow Interpolated Path Basic Flocking

XNA Boids Follow Interpolated Path Basic Flocking

For Computer Animation Algorithms and Tech class Mark Thill and I created this

10000 Boids in XNA using CUDA

10000 Boids in XNA using CUDA

Yet more optimizations - both in CUDA and C#. This video runs at 20fps, but the app runs at 30fps when Fraps is not running.

C# Monogame/Xna QuadTree implementation featuring the Boids algorithm

C# Monogame/Xna QuadTree implementation featuring the Boids algorithm

A simple generic quadtree implementation for spatial and collision detection I've been playing with while developing my game ...

Boid simulation using XNA2

Boid simulation using XNA2

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Boids XNA Sample

Boids XNA Sample

Final Project progress, wander behaviour for 900 ship models.

XNA Flocking/Scattering Boids

XNA Flocking/Scattering Boids

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Boids Spaceship battle Extreme XNA 4.0

Boids Spaceship battle Extreme XNA 4.0

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7935 Boids simulation in a GeForce8800GT

7935 Boids simulation in a GeForce8800GT

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