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