Boids are classic, absolutely classic, and overdone. I love them still. This implementation built on the work of Session 005’s instanced geometry, and framebuffer computed positions. Boids is a O(n^2) complexity algorithm. I didn’t really do any optimizations, but threw it at the parallel nature of the graphics card. I used to work at an aquarium, and I’m still in love with the ambiance of underwater environments. I introduced some subtle post-processing effects with frambuffers…