Flocking - Obstacle Avoidance & Compute Shader
About
NOTE:
This makes use of the GPU to process the AI, and so perfomance may vary on your machine.
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.
The flock will initially spawn, then begin to move towards the player. When in range, they will face and orbit the player.
(EARLY DEVELOPMENT BUILD)