THREE.JS / WEBGL GPGPU
The flock lives in textures.
Two ping-pong float textures hold position and velocity. A GLSL velocity pass applies separation, alignment, cohesion, and predator steering before a GLSL bird shader reads the result for 1,024 birds.
InitializingWEBGL2 / GPUCOMPUTATIONRENDERER
Preparing position and velocity render targets.
- compute
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- birds
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- textures
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- draw calls
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- sample avg / p95
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- simulation
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- geometry
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- backend
- WebGL2
Derived from the pinned classic GPGPU flocking example. The deterministic seed and local controls replace the official random mouse/GUI/Stats presentation; the GLTF flamingo variant, exact page pixels, device/compiler/performance matrix, context-loss/leak stress, and whole-example fidelity remain separate.