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 avoid method that repels Boids away from its location. The attract and avoid methods are basically the opposite of each other.

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