CUDA FLocking


C++, CUDA, OpenGL

This project is based on Based on Conard Parker's notes on Boids Flocking with slight adaptations Boids move according to three rules. These were implemented across threads to allow for a level of parallelism across GPU cores.

  • Boids try to fly towards the centre of mass of neighboring boids.
  • Boids try to keep a small distance away from other objects (including other boids).
  • Boids try to match velocity with near boids.