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Boids-DOTS

This is a video highlighting my implementation of the Boids simulation developed by Craig Reynolds, which I was inspired to make after finding Sebastian Lague's video on the topic. My simulation applies the rules of separation, alignment, cohesion and object avoidance to simulate how a school of fish might swim together.

The simulation runs extremely fast in parallel thanks to the job system, the entity component system and the burst compiler from Unity's data-oriented technology stack. Shaders are made using the Universal Render Pipeline and GPU instancing. Footage was taken on a 2017 macbook at 4k 60fps with 1000 entities or more simulated at once.

---------LINKS & CREDITS-----------

Github Project: https://github.com/WHellhaus/Boids-DOTS

Craig Reynolds Boids webpage: http://www.red3d.com/cwr/boids/

Sebastian Lague's Boids video: https://www.youtube.com/watch?v=bqtql...

Thread on how to use terrain with Unity DOTS Physics: https://forum.unity.com/threads/using...

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An implementation of the Boids simulation model created by Craig Reynolds using Unity's Data Oriented Technology Stack

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