Post #2672010
2026-03-15 17:01 UTC
@loosenut@genart.social cool! what does noisedeck's implementation look like? also a compute shader? some spatial partitioning in there?
Replies (1)
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@loosenut@genart.social 2026-03-15 17:23
@davepagurek@genart.social faking compute with gpgpu patterns in a fragment shader (glsl and wgsl variants), multiple render targets for xyz/vel/rgba. the flocking behavior is a separate pass from emitter/renderer. definitely wouldn't work without the partitioning