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flocking.cpp
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# application type, and max number of boids for sustainable 30 fps
# type 0 CPU without tree, max 1000 boids
# type 1 CPU with tree, max 10 000 boids
# type 2 GPU naive, max 20000 - 30000 boids
# type 3 GPU with grid, max 120000 boids
appType int 3
# power of 2 defining number of boids
boidCount int 18
# lower space limit
spaceLow vec3 -1000 -600 -200
# upper space limit
spaceHigh vec3 1000 600 200
# color - 0 = light, 1 = dark
dark int 1
# max flocking zone
flockingZone float 20
# speed factor fo clamping speed
speedFactor float 2
# maximal limit of force to be applied in one frame per boid
forceLimit float 0.1
# maximal size of tree (# of nodes) to be copied to GPU for visualization
treeMemoryLimit int 4098
# size of boid for visualization
boidSize float 2
# camera settings
camera vec3 0 0 1400
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