Not a game, just a side hustle to learn more about 3D vector math and performance optimisations which is clearly inspired by Sebastian Lague's video on boids in Unity (If you want to know how to do it, all I did was watch that and work backwards).

Still not performing right as I can't seem to get anything from multi-threading, but the spatial partitioning system certainly helps. Also probably help if I reduce the amount of Area Nodes and define areas with arrays.

Currently the boids can escape the spatial partition (and thus no longer perform flock calculations). Fairly sure I know how to fix it but I kinda think it looks pretty when they do it so kept it in .

More performance Managed to get 400 boids going at ~40fps(touch less with OBS running) and still not using more than ~15% CPU/~35%GPU. Also fixed seperation force though it might be a bit strong now, can tweak it. Never did figure out how to get threads to run per frame or why Godot refused to thrash even a single core, but putting this one to bed now:

Might take a min for HD to finish processing.