Flocking Simulation

FPS: --

10000 individual boids, using the 3 classic flocking rules (Separation, Alignment, Cohesion) migrated from sophisticated Rust implementation

Full GPU compute pipeline with flocking simulation computed entirely on GPU via WGSL compute shaders for massive parallel processing

WGSL compute shaders handle all physics calculations | WebGPU render pipeline draws results directly from GPU memory with zero CPU-GPU data transfers