Testbed project exploring the performance of Unity's Job System / Burst compiler combined with GPU mesh instancing (using the DrawMeshInstancedIndirect function, and passing Job System's NativeArrays directly to the shaders as ComputeBuffers).
Tested on Unity 2018.3.9.
Currently 2 modes are explored:
- Particle Swarm
524.288 Particles
See it in action - Animated Vector Field
262.144 Vectors
524.288 Particles particles at 60-70 fps
1.048.576 Particles particles at 30 fps
- [Particle Swarm] Implement spatial binning using the Concurrent NativeMultiHashMap collection.
- [Particle Swarm] Implement flocking / Boid behaviour.
- [Particle Swarm] Implement Unity's ECS (Entity Component System)