Flocking - Obstacle Avoidance & Compute Shader
NOTE:
This makes use of the GPU to process the AI, and so perfomance may vary on your machine. Downloading and running the executable performs better than the in browser demo.
Development Machine Specs:
CPU: Ryzen 5 1600X OC @4.0Ghz
GPU: RTX 2070
RAM: 8GB DDR4 2600MHz
SEIZURE WARNING
When colliding with agents, unexpected camera motion may occur that may induce seizures in people with photoepilepsy.
This project is an attempt to make use of a compute shader to create a more efficiently running flocking algorithm.
The obstacle detection algorithm works by using many different raycasts in a ball around an agent, detecting the best possible direction around an obstacle.
This is still being worked on, with the end goal of optimising to have as many agents as possible running at once.
(Please wait a second for framerate to stabalise as flock disperses)
(EARLY DEVELOPMENT BUILD)
Status | Released |
Platforms | HTML5, Windows |
Author | It's Frogs |
Made with | Unity |
Tags | 3D, artificial-intelligence, boids, compute-shader, flock, Unity |
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Development log
- 1.0 versionJun 11, 2020
- Cleaning upJun 10, 2020
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