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Boids Algorithm: 50,000-Agent Flocking Simulation in 4K
Boids Simulation on GPU
Flocking Simulation (Boids) On the GPU
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Last Updated: September 24, 2026
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University of Pennsylvania CIS 565 - Project 1 This Results (update stage only): - 2^16 (65K): 47 fps; - 2^17 (131K): 29 fps; - 2^18 (262K): 14 fps; - 2^19 (524K): 6 fps. C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... Yet more optimizations - both in Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the Papers: SBGames08: homepages.dcc.ufmg.br/~chaimo/public.html ACM- CiE: ...