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How Many Boids Can You Simulate in Unity?

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.

Requirements

Requires Unity 6, but code should work in previous versions as well.

Media

Boids simulated in a compute shader

TODO

Profile and do micro-optimizations where appropriate (especially the compute shader).

Implement a spatial locator algorithm (oct tree) to help with neighbor detection.

License

https://opensource.org/licenses/MIT

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How many boids can you simulate in Unity?

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