This project aims to simulate boids using Unity features like the scene graph, parallel job system (w/wo Burst) and compute shaders. The goal was to learn the job system and compute shaders.
The boids algorithms used are slightly different between each method: some use global center mass and velocity, while others use local center mass and velocity.
Technically, all methods except the compute shader, are scene graph based, as they create a GameObject for each boid. What is named as "scene graph" is a simulation in the Unity main thread.
Requires Unity 6, but code should work in previous versions as well.
Profile and do micro-optimizations where appropriate (especially the compute shader).
Implement a spatial locator algorithm (oct tree) to help with neighbor detection.
