Optimise the boids algorithm
- Dominant language
- C++
- Stars
- 1
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Description
Options:
- store sorted fish between frames (linear improvement to a O(n^2) time complexity)
- store fish in a 3d locality datastructure (octree or k-d tree) (sub O(n^2))
- cache the 3d locality between frames (linear improvement to sub O(n^2))
- submit the job to a GPU compute shader
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by locating the boids simulation implementation and measuring its current performance. Compare the listed approaches—sorted fish, a 3D locality data structure, cached locality, or a GPU compute shader—and define which optimization to pursue. Done should include a demonstrated performance improvement without changing the simulation’s intended behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, performance
- Issue type
- Refactor
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100