Joe Wheater
Posted on November 22, 2017 by wheatsbeats on Uncategorized

Unity GPU Flocking

Over the weekend I decided to look into creating some flocking behaviors computed by 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 this I included and attractor method which attracts Boids towards its location and an […]

Posted on September 18, 2017 by wheatsbeats on Uncategorized


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 Uncategorized

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 enormous amount (approximately 250,000) of cubes and animate the position using some curl noise. […]