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.