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Last Updated: June 13, 2026
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C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the Wanted to do this for a little while now... went by the 3 main behaviours from this page:
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Flocking Simulation in Minecraft (Boids)
Boids in Minecraft (Flocking Simulation)
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