Flocking simulation revisited, part 2

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Uploaded by on Sep 11, 2011

Updated the fish graphics from simple lines seen in previous videos to ultra low-poly models and added some animations. Also changed some physical properties such as how much drag is applied etc.

Techincal stuff: Written in C++, rendering done using OpenGL, flocking is simulated using the Boids algorithm, 1200+50 agents, running on AMD Phenom II X4 955 3.20GHz @ 30something frames per second, no multicore or GPU processing done.

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Standard YouTube License

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