Joe Wheater
Posted on June 2, 2018 by wheatsbeats on Demo, Development Demo, GPU, Shader, Unity

Rendering Video with Cubes

Using video to drive animation across led displays and light installations is very common practice. The availability and accessibility of video makes it a great source of content for creating dynamic movement and patterns across light displays. With this in mind I wanted to use video to drive the colour and position of cubes in […]

Posted on November 22, 2017 by wheatsbeats on Demo, GPU, Shader, Unity

Unity GPU Flocking

Over the weekend I decided to look into creating some flocking behaviors computed on the GPU in Unity. To start I implemented the three core principles: separation, alignment and cohesion of Boids flocking behaviors into a compute shader. On top of the three core principles I added two methods to attract and repelĀ each Boid towards […]

Posted on September 18, 2017 by wheatsbeats on Demo


I recently discovered the Pico-8 fantasy console which is a program designed to emulate the limitations of early computers by restricting the amount of resources that are available to the developer. Limitation like only having 16 colours forces you to focus on the important parts of the content. I really love PICO8 and before I […]

Posted on July 24, 2017 by wheatsbeats on Demo, GPU, Shader, Unity

Unity GPU Instance Shader

On the weekend I spent some time with a friend looking into GPU instance shaders in Unity, specifically the DrawMeshInstancedIndirect function which allows you to pass it a Mesh to be generated on the GPU. This allowed us to generate an huge number of instances of that particular mesh and animate the position using some […]