This is a 3D implementation of the traditional 2D Slime Mold Simulation
Roles:
Programmer, Rendering
Team Size:
2
Platforms:
PC
Engine/Language:
Unity/HLSL
Development
This project was built in a partnership, with my partner focusing primarily on simulation logic within a Compute shader,
and me focusing primarily on the Rendering Logic using Volumetric Ray Marching built within a Fragment Shader. After
the Compute shader calculates the positions of each agent, the information is passed as a 3D texture file to the fragment shader.
This Texture is then marched through, creating the fog-like effects that you see in the scene. The box has proper culling effects,
so the user can effectively travel through the simulation and inspect it from the inside.