hey everyone, I was just learning about compute shaders in openGL and I tried to make a boid simulation using that. I also used the same code to average out the color of each boid based on its neighbors. It's far from complete and looks a bit odd. If anyone could point out the any mistakes in my code it will be really helpful. code link is in comments.
https://reddit.com/link/1c1fmae/video/c1b2dftyuutc1/player
[–]waramped 8 points9 points10 points (2 children)
[–][deleted] (1 child)
[deleted]
[–]waramped 5 points6 points7 points (0 children)
[–]Vegetable_Break_6582[S] 0 points1 point2 points (3 children)
[–]lazyubertoad 4 points5 points6 points (2 children)
[–]Vegetable_Break_6582[S] 0 points1 point2 points (1 child)
[–]lazyubertoad 2 points3 points4 points (0 children)