flocking simulation: 24K boids in TouchDesigner
here is my take on the boids algorithm by Craig Reynolds. In this case, I go with inline textures (rows and columns) as would be way easier to compute even though there is a 1280 pixel limitation in non-commercial license. But thanks to which I was able to implement this algorithm in fit to square textures and overcome the limitation, which require more advanced techniques for working with textures – the method is available to my patreons in tier 3 ‘learn’ and the one above (inline method) is available in tier 2 ‘play’. I really hope you like this. Thank you massive for your support.
TouchDesigner Experimental 2025.30280:
https://derivative.ca/download/experimental
here are some great tutorials on this topic:
The Coding Train https://youtu.be/mhjuuHl6qHM
Sebastian Lague https://youtu.be/bqtqltqcQhw
David Braun https://youtu.be/f2yOYmOgZEA
Useless Game Dev https://youtu.be/6dJlhv3hfQ0
Dean Cheesman https://youtu.be/c7WElrDCHzg
.toe file (Patreon tier 2 ‘play’): https://www.patreon.com/posts/flocking-in-135462703
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