ZOYKUHot Board

jtsorlinis/boidsunityDocumentação

jtsorlinis/boidsunity documentation on GitHub Hot

Índice (1 seções)▾
Aviso de idioma:A documentação traduzida não está disponível. Exibindo o original oficial em inglês.
Instalação rápida
git clone https://github.com/jtsorlinis/boidsunity.git

2D/3D Boids Flocking Simulation (CPU/GPU)

See it in action here: Boids

Native builds of the latest commit: Windows · macOS · Linux (the macOS app isn't notarized, so allow it under System Settings > Privacy & Security on first launch)


I wanted to learn about GPGPU and Compute shaders so ended up making a boid flocking simulation in unity.

I first made it in 2D on the CPU, then using Burst/Jobs, and eventually moved everything to the GPU, which brought an insane performance increase.

The simulation uses a uniform spatial grid as an acceleration structure to determine nearest neighbours, as brute force method would cap out at around 50k entities even on GPU.

Method used is inspired by this presentation: https://on-demand.gputechconf.com/gtc/2014/presentations/S4117-fast-fixed-radius-nearest-neighbor-gpu.pdf

3D: 16,776,960 boids on the GPU

2D: 67,107,840 boids on the GPU

Espelho arquivado do repositório oficial no GitHub · Ver no GitHub
Data do snapshot: 2026-11-11