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Compute Shader Library for managing and searching for a massive amount of objects, by performing geometry operations in parallel on the GPU!This compute shader library will let you rethink the need for 8k monitors, as the number of objects that can be handled with it when each SIMD processor on the GPU is used to the best of its abilities does not easily fit on a regular screen.More than just handling entities in a grid, this package also allows you to make them interact with the environment by giving you the possibility to do raycasts, by enabling you to perform a massive amount of queries in parallel (e.g. for GPU Boids), or statically precalculating and storing nearest neighbors using 3D Voronoi Diagrams in various different forms.The stuff you'll get:13 Sample ScenesKD-Trees (Nearest Neighbor Search)Voronoi Diagrams in 2D and 3D supporting different metrics and shapes:PointsLinesTrianglesGPU Grids for handling a million or more objects with easeIntersection calculations acting as massive parallel raycasts for simple shapes (in 2D and 3D)A lot of queriesA GPU Job System41 compute shaders (excluding additional ones in the sample scenes)DocumentationContact:Email | Website | DiscordThere are two requirements for this package to work as intended:Your target platform(s) must support Compute ShadersGimme GPU Geometry builds on top of DOTS Geometry and is used in combination with it (in fact, it speeds up some algorithms from there) - you have to own a copy of DOTS GeometryUnity Package Dependencies:Burst 1.8.0 or aboveCollections 1.4.0 or above (versions 2.1 or newer should be preferred)Mathematics 1.2.0 or above
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