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Collection of different boid simulation implementations in unity. Includes: implementation with GameObjects, with ECS only, with ECS and Unity Jobs combined with Burst Compiler (2 different approaches).
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BadGraphixD/How-many-Boids-can-Unity-handle
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This is a collection of 4 different implementations of a boid simulation in Unity.It's an experiment to find out how many boids Unity can simulate and render at once.The four different implementations are the following:
- Implementation with GameObjects and MonoBehaviours (~350 boids)
- Implementation with ECS (no Jobs) (~500 boids)
- Implementation with ECS and Jobs (~7.000 boids)
- More complex implementation with ECS and Jobs (~250.000 boids)
The last one includes code originally made by Bogdan Codreanu:https://github.com/BogdanCodreanu/ECS-Boids-Murmuration_Unity_2019.1
This Unity project was created with Unity 2020.1.0f1.If you notice any improvements which could be made or found a better system, I'd love to hear about it!
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Collection of different boid simulation implementations in unity. Includes: implementation with GameObjects, with ECS only, with ECS and Unity Jobs combined with Burst Compiler (2 different approaches).
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