TouchDesigner Boids Flocking Tutorial
Project file:
https://github.com/DBraun/TouchDesigner_Shared/tree/master/Starters/boids
I use a binning technique with GLSL compute shaders to efficiently find each bird’s neighbors so that they can undergo a “flocking” or “boids” algorithm. Additionally, the birds avoid a dynamic 3D object using a 3D Jump Flood Algorithm.
When the number of vertices of the “bird” object is very small, I can instance as many as 200,000 “boids.” This can be useful for more fluid-like effects or simulations.