A Unity Engine implementation using Compute Shaders
ParallelFlocking is a Unity Engine project in which I tried to implement a Flocking algorithm using ComputeShaders, in order to parallelize computations thanks to the power of a GPU.
Here you can read a presentation in which I show a more in-depth look at the work I've done.
Unity version: 2021.3.14f1
Here on itch.io you can download a demo build to run the simulation.