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@j9liu j9liu commented Sep 14, 2020

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  • Implemented all three algorithms for the Boids flocking simulation.
    • Naive implementation
    • Uniform grid implementation
    • Coherent grid implementation
  • Attempted grid optimization extra credit
    • Search cube is flexible with changes to neighbor distance or cell width
    • Attempting to constrict to a sphere lowered performance slightly
    • Have not yet experimented with very large numbers of boids
  • Analyzed all three implementations by graphing their framerates
    • Graphed their framerate over time for 15 seconds.
    • Graphed their relationship with performance and number of boids
      • Unexplained peaks that I had no idea to answer with the uniform and coherent boid implementations, but overall better performance
    • Graphed their relationship with performance and number of blocks

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