# ants-simulation GPU-accelerated ant colony simulation. ants navigate via pheromone trails, all computed in GLSL fragment shaders rendered to offscreen textures. ## stack - three.js — WebGL renderer, render targets, shader materials - lil-gui — runtime parameter tweaking - vite — dev server and build - typescript - GLSL (raw .frag/.vert files loaded as strings via vite plugin) ## architecture all simulation logic runs on the GPU via ping-pong render targets: - `AntsComputeScene` — per-ant state (position, direction, scent storage) computed each frame - `AntsDiscretizeScene` — maps continuous ant positions to discrete world grid cells - `WorldComputeScene` — updates world pheromone grid based on ant deposits - `WorldBlurScene` — diffuses pheromones across neighboring cells - `DrawScene` — handles user painting (food, home, obstacles, erase) - `ScreenScene` — final composited output with camera controls `Renderer.ts` orchestrates the render pass order and manages all WebGLRenderTargets. `Config.ts` holds simulation parameters exposed through lil-gui. ## commands - `bun run dev` — start dev server - `bun run build` — production build to `build/` - `bun run preview` — preview production build ## shader files in `src/shaders/`. each scene has a matched .vert/.frag pair. loaded as raw strings by the vite glsl plugin in `vite.config.ts`. ## textures in `public/textures/` — ant.png and food.png sprites.