Generate agents
This commit is contained in:
parent
5ca7514891
commit
7e8ca4b16f
10 changed files with 370 additions and 91 deletions
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@ -1,5 +1,9 @@
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export interface GameLoopSettings {
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agentCount: number;
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initialDeadRatio: number;
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renderSpeed: number;
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simulatedDelayMs: number;
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aggressionFactor: number;
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nextGenerationSpawnRadius: number;
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}
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@ -1,4 +1,5 @@
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import { AgentGenerationPipeline } from '../pipelines/agents/agent-generation/agent-generation-pipeline';
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import { GenerationCounts } from '../pipelines/agents/agent-generation/generation-counts';
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import { AgentPipeline } from '../pipelines/agents/agent-pipeline';
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import { BrushPipeline } from '../pipelines/brush/brush-pipeline';
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import { CommonState } from '../pipelines/common-state/common-state';
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@ -7,16 +8,17 @@ import { DiffusionPipeline } from '../pipelines/diffusion/diffusion-pipeline';
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import { RenderPipeline } from '../pipelines/render/render-pipeline';
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import { settings } from '../settings';
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import { DeltaTimeCalculator } from '../utils/delta-time-calculator';
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import { initializeContext } from '../utils/graphics/initialize-context';
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import { ResizableTexture } from '../utils/graphics/resizable-texture';
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import { sleep } from '../utils/sleep';
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import { GameRules } from './game-rules';
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import { vec2 } from 'gl-matrix';
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export default class GameLoop {
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private readonly deltaTimeCalculator = new DeltaTimeCalculator();
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private readonly trailMapA: ResizableTexture;
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private readonly trailMapB: ResizableTexture;
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private readonly commonState: CommonState;
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private readonly copyPipeline: CopyPipeline;
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private readonly agentGenerationPipeline: AgentGenerationPipeline;
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@ -25,6 +27,8 @@ export default class GameLoop {
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private readonly brushPipeline: BrushPipeline;
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private readonly diffusionPipeline: DiffusionPipeline;
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private readonly gameRules = new GameRules(performance.now() / 1000);
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private hasFinished = false;
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private readonly hasFinishedPromise: Promise<void> = new Promise(
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(resolve) => (this.resolveHasFinished = resolve)
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@ -35,33 +39,34 @@ export default class GameLoop {
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public constructor(
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private readonly canvas: HTMLCanvasElement,
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private readonly device: GPUDevice
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private readonly device: GPUDevice,
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private readonly deltaTimeCalculator: DeltaTimeCalculator
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) {
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const context = this.canvas.getContext('webgpu') as any as GPUCanvasContext;
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context.configure({
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device: this.device,
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format: navigator.gpu.getPreferredCanvasFormat(),
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alphaMode: 'premultiplied',
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});
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const context = initializeContext({ device, canvas });
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this.trailMapA = new ResizableTexture(this.device, this.canvasSize);
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this.trailMapB = new ResizableTexture(this.device, this.canvasSize);
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this.resize();
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this.commonState = new CommonState(this.device);
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this.commonState.setParameters(this.canvasSize, 0, 0);
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this.commonState.setParameters({
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canvasSize: this.canvasSize,
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time: 0,
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deltaTime: 0,
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});
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this.copyPipeline = new CopyPipeline(this.device);
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this.agentGenerationPipeline = new AgentGenerationPipeline(
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this.device,
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this.commonState
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this.commonState,
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settings.agentCount
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);
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this.agentPipeline = new AgentPipeline(
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this.device,
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this.commonState,
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this.agentGenerationPipeline.generateAgents(settings.agentCount)
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this.agentGenerationPipeline.agentsBuffer
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);
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this.brushPipeline = new BrushPipeline(this.device, this.commonState);
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this.diffusionPipeline = new DiffusionPipeline(this.device, this.commonState);
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@ -85,6 +90,10 @@ export default class GameLoop {
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return this.hasFinishedPromise;
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}
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public get aliveAgentCounts(): GenerationCounts {
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return this.gameRules.generationCounts;
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}
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private onSwipe(event: MouseEvent) {
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if (!this.isSwipeActive) {
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return;
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@ -104,23 +113,56 @@ export default class GameLoop {
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private async render(time: DOMHighResTimeStamp) {
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if (this.hasFinished) {
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this.resolveHasFinished();
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return;
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}
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const deltaTime = this.deltaTimeCalculator.calculateDeltaTimeInSeconds(time);
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this.commonState.setParameters(this.canvasSize, deltaTime, time);
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time *= settings.renderSpeed;
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const timeInSeconds = time / 1000;
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[
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this.commonState,
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this.agentPipeline,
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this.brushPipeline,
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this.diffusionPipeline,
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this.renderPipeline,
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].forEach((pipeline) => pipeline.setParameters(settings));
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const commandEncoder = this.device.createCommandEncoder();
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].forEach((pipeline) =>
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pipeline.setParameters({
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time,
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nextGenerationAggression: this.gameRules.nextGenerationAgression,
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deltaTime,
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canvasSize: this.canvasSize,
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...settings,
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})
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);
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for (let i = 0; i < settings.renderSpeed; i++) {
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const commandEncoder = this.device.createCommandEncoder();
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if (
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this.gameRules.generationCounts.currentGenerationCount == 0 &&
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this.gameRules.generationCounts.nextGenerationCount == 0
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) {
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this.gameRules.updateGenerationCounts(
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await this.agentGenerationPipeline.spawnNextGenerationCover(
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0,
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settings.agentCount * (1 - settings.initialDeadRatio)
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)
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);
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}
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const spawnAction = this.gameRules.getSpawnAction(timeInSeconds, this.canvasSize);
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this.gameRules.updateGenerationCounts(
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await this.agentGenerationPipeline.spawnNextGenerationCircle(
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spawnAction.generation,
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spawnAction.count,
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spawnAction.position,
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settings.nextGenerationSpawnRadius
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)
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);
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this.copyPipeline.execute(
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commandEncoder,
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this.trailMapA.getTextureView(),
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@ -138,9 +180,9 @@ export default class GameLoop {
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this.trailMapA.getTextureView()
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);
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this.renderPipeline.execute(commandEncoder, this.trailMapA.getTextureView());
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}
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this.device.queue.submit([commandEncoder.finish()]);
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this.device.queue.submit([commandEncoder.finish()]);
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}
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if (!this.isSwipeActive) {
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this.brushPipeline.clearSwipes();
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@ -157,20 +199,19 @@ export default class GameLoop {
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requestAnimationFrame(this.render.bind(this));
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}
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public destroy() {
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public async destroy() {
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this.hasFinished = true;
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await this.hasFinishedPromise;
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this.copyPipeline?.destroy();
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this.agentGenerationPipeline?.destroy();
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this.agentPipeline?.destroy();
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this.brushPipeline?.destroy();
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this.diffusionPipeline?.destroy();
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this.renderPipeline?.destroy();
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this.commonState?.destroy();
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this.trailMapA?.destroy();
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this.trailMapB?.destroy();
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this.resolveHasFinished();
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}
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private get canvasSize(): vec2 {
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78
src/game-loop/game-rules.ts
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78
src/game-loop/game-rules.ts
Normal file
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@ -0,0 +1,78 @@
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import { GenerationCounts } from '../pipelines/agents/agent-generation/generation-counts';
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import { settings } from '../settings';
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import { clamp01 } from '../utils/clamp';
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import { Random } from '../utils/random';
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import { vec2 } from 'gl-matrix';
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export interface SpawnAction {
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generation: number;
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position: vec2;
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count: number;
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}
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export class GameRules {
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private static SPAWN_INTERVAL = 3;
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private lastSpawnTimeInSeconds = 0;
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private nextGenerationId = 0;
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public generationCounts: GenerationCounts = {
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currentGenerationCount: 0,
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nextGenerationCount: 0,
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};
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public constructor(startingTimeInSeconds: number) {
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this.lastSpawnTimeInSeconds = startingTimeInSeconds;
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}
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public getSpawnAction(timeInSeconds: number, canvasSize: vec2): SpawnAction {
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if (timeInSeconds - this.lastSpawnTimeInSeconds < GameRules.SPAWN_INTERVAL) {
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return {
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generation: this.nextGenerationId,
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position: vec2.create(),
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count: 0,
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};
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}
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this.lastSpawnTimeInSeconds = timeInSeconds;
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return {
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generation: this.nextGenerationId,
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position: vec2.fromValues(
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Random.randomBetween(0, canvasSize.x),
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Random.randomBetween(0, canvasSize.y)
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),
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count:
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settings.agentCount -
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this.generationCounts.nextGenerationCount -
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this.generationCounts.currentGenerationCount,
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};
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}
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public updateGenerationCounts({
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currentGenerationCount,
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nextGenerationCount,
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}: GenerationCounts): void {
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if (currentGenerationCount === 0) {
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this.nextGenerationId++;
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}
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this.generationCounts = {
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currentGenerationCount,
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nextGenerationCount,
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};
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}
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public get nextGenerationAgression(): number {
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if (this.generationCounts.currentGenerationCount === 0) {
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return 0;
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}
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return clamp01(
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(this.generationCounts.nextGenerationCount /
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this.generationCounts.currentGenerationCount -
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1) *
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settings.aggressionFactor
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);
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}
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}
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@ -4,21 +4,42 @@ import { CommonState } from '../../common-state/common-state';
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import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
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import shader from './agent-generation.wgsl';
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import agentSchema from './agent-schema.wgsl';
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import { GenerationCounts } from './generation-counts';
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import { vec2 } from 'gl-matrix';
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export class AgentGenerationPipeline {
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private static readonly WORKGROUP_SIZE = 64;
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private static readonly UNIFORM_COUNT = 6;
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private static readonly COUNTER_COUNT = 3;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPUComputePipeline;
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private readonly uniforms: GPUBuffer;
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private readonly bindGroup: GPUBindGroup;
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private bindGroup?: GPUBindGroup;
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public readonly agentsBuffer: GPUBuffer;
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public readonly countersBuffer: GPUBuffer;
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public readonly countersStagingBuffer: GPUBuffer;
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public constructor(
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private readonly device: GPUDevice,
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private readonly commonState: CommonState
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private readonly commonState: CommonState,
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private readonly agentCount: number
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) {
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if (agentCount <= 0 || agentCount != Math.floor(agentCount)) {
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throw new Error('Agent count must be a positive integer');
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}
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this.bindGroupLayout = device.createBindGroupLayout({
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entries: [
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{
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binding: 0,
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visibility: GPUShaderStage.COMPUTE,
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buffer: {
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type: 'uniform',
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},
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},
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{
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binding: 1,
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visibility: GPUShaderStage.COMPUTE,
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@ -26,6 +47,57 @@ export class AgentGenerationPipeline {
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type: 'storage',
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},
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},
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{
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binding: 2,
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visibility: GPUShaderStage.COMPUTE,
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buffer: {
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type: 'storage',
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},
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},
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],
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});
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this.agentsBuffer = this.device.createBuffer({
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size: agentCount * AGENT_SIZE_IN_BYTES,
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usage: GPUBufferUsage.STORAGE,
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});
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this.countersBuffer = this.device.createBuffer({
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size: AgentGenerationPipeline.COUNTER_COUNT * Int32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
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});
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this.countersStagingBuffer = this.device.createBuffer({
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size: AgentGenerationPipeline.COUNTER_COUNT * Int32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
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});
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this.uniforms = this.device.createBuffer({
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size: AgentGenerationPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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this.bindGroup = this.device.createBindGroup({
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layout: this.bindGroupLayout,
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entries: [
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{
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binding: 0,
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resource: {
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buffer: this.uniforms,
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},
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},
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{
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binding: 1,
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resource: {
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buffer: this.agentsBuffer,
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},
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},
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{
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binding: 2,
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resource: {
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buffer: this.countersBuffer,
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},
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},
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],
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});
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@ -40,28 +112,39 @@ export class AgentGenerationPipeline {
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});
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}
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public generateAgents(agentCount: number): GPUBuffer {
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if (agentCount <= 0 || agentCount != Math.floor(agentCount)) {
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throw new Error('Agent count must be a positive integer');
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}
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public async spawnNextGenerationCover(
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generationId: number,
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count: number
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): Promise<GenerationCounts> {
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([0, 0, 0, generationId, 0])
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);
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const agentsBuffer = this.device.createBuffer({
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size: agentCount * AGENT_SIZE_IN_BYTES,
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usage: GPUBufferUsage.STORAGE,
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});
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this.device.queue.writeBuffer(this.countersBuffer, 0, new Int32Array([0, 0, count]));
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this.bindGroup = this.device.createBindGroup({
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layout: this.bindGroupLayout,
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entries: [
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{
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binding: 1,
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resource: {
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buffer: agentsBuffer,
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},
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},
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],
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});
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return this.execute();
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}
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public async spawnNextGenerationCircle(
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generationId: number,
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count: number,
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center: vec2,
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radius: number
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): Promise<GenerationCounts> {
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([...center, radius, generationId, 1])
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);
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this.device.queue.writeBuffer(this.countersBuffer, 0, new Int32Array([0, 0, count]));
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return this.execute();
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}
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private async execute(): Promise<GenerationCounts> {
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const commandEncoder = this.device.createCommandEncoder();
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const passEncoder = commandEncoder.beginComputePass();
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@ -69,11 +152,34 @@ export class AgentGenerationPipeline {
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this.commonState.execute(passEncoder);
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passEncoder.setBindGroup(1, this.bindGroup);
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passEncoder.dispatchWorkgroups(
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Math.ceil(agentCount / AgentGenerationPipeline.WORKGROUP_SIZE)
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Math.ceil(this.agentCount / AgentGenerationPipeline.WORKGROUP_SIZE)
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);
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passEncoder.end();
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commandEncoder.copyBufferToBuffer(
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this.countersBuffer,
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0,
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this.countersStagingBuffer,
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0,
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AgentGenerationPipeline.COUNTER_COUNT * Int32Array.BYTES_PER_ELEMENT
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);
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this.device.queue.submit([commandEncoder.finish()]);
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return agentsBuffer;
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await this.countersStagingBuffer.mapAsync(GPUMapMode.READ);
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const data = new Int32Array(this.countersStagingBuffer.getMappedRange().slice(0));
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this.countersStagingBuffer.unmap();
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return {
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currentGenerationCount: data[0],
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nextGenerationCount: data[1],
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};
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}
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public destroy() {
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this.uniforms.destroy();
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this.countersBuffer.destroy();
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this.countersStagingBuffer.destroy();
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this.agentsBuffer.destroy();
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}
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}
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@ -1,25 +1,65 @@
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struct Settings {
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center: vec2<f32>,
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radius: f32,
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nextGenerationId: f32,
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shape: f32,
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};
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struct Counters {
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currentGenerationAlive: atomic<i32>,
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nextGenerationAlive: atomic<i32>,
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remaining: atomic<i32>
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};
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@group(1) @binding(0) var<uniform> settings: Settings;
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@group(1) @binding(2) var<storage, read_write> counters: Counters;
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let id = global_id.x;
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if (id >= arrayLength(&agents)) {
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if id >= arrayLength(&agents) {
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return;
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}
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let position = vec2(
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hash(id) * state.size.x,
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hash(id * id) * state.size.y,
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);
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if agents[id].timeToLive > 0 {
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if agents[id].species == settings.nextGenerationId {
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atomicAdd(&counters.nextGenerationAlive, 1);
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} else {
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atomicAdd(&counters.currentGenerationAlive, 1);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
let center = state.size / 2.0;
|
||||
if atomicSub(&counters.remaining, 1) <= 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
let direction = position - center;
|
||||
let angle = atan2(direction.y, direction.x);
|
||||
var position: vec2<f32>;
|
||||
var angle: f32;
|
||||
|
||||
if settings.shape == 0.0 {
|
||||
position = vec2(
|
||||
hash(id) * state.size.x,
|
||||
hash(id * id) * state.size.y,
|
||||
);
|
||||
|
||||
let center = state.size / 2.0;
|
||||
let direction = position - center;
|
||||
angle = atan2(direction.y, direction.x);
|
||||
} else if settings.shape == 1.0 {
|
||||
angle = hash(id) * 2.0 * 3.1415;
|
||||
let direction = vec2(cos(angle), sin(angle));
|
||||
position = settings.center + direction * settings.radius * hash(id * 12 + 3);
|
||||
}
|
||||
|
||||
atomicAdd(&counters.nextGenerationAlive, 1);
|
||||
|
||||
agents[id] = Agent(
|
||||
position,
|
||||
angle,
|
||||
0,
|
||||
settings.nextGenerationId,
|
||||
1000000,
|
||||
);
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,4 @@
|
|||
export interface GenerationCounts {
|
||||
currentGenerationCount: number;
|
||||
nextGenerationCount: number;
|
||||
}
|
||||
|
|
@ -8,7 +8,7 @@ import shader from './agent.wgsl';
|
|||
|
||||
export class AgentPipeline {
|
||||
private static readonly WORKGROUP_SIZE = 64;
|
||||
private static readonly UNIFORM_COUNT = 5;
|
||||
private static readonly UNIFORM_COUNT = 6;
|
||||
|
||||
private readonly bindGroupLayout: GPUBindGroupLayout;
|
||||
private readonly pipeline: GPUComputePipeline;
|
||||
|
|
@ -21,7 +21,7 @@ export class AgentPipeline {
|
|||
public constructor(
|
||||
private readonly device: GPUDevice,
|
||||
private readonly commonState: CommonState,
|
||||
private readonly agentsBuffer: GPUBuffer
|
||||
private readonly agentsBuffer: GPUBuffer // doesn't get destroyed
|
||||
) {
|
||||
this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
|
||||
|
||||
|
|
@ -47,7 +47,8 @@ export class AgentPipeline {
|
|||
turnSpeed,
|
||||
sensorOffsetAngle,
|
||||
sensorOffsetDistance,
|
||||
}: AgentSettings) {
|
||||
nextGenerationAggression,
|
||||
}: AgentSettings & { nextGenerationAggression: number }) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
|
|
@ -57,6 +58,7 @@ export class AgentPipeline {
|
|||
turnSpeed,
|
||||
(sensorOffsetAngle * Math.PI) / 180,
|
||||
sensorOffsetDistance,
|
||||
nextGenerationAggression,
|
||||
])
|
||||
);
|
||||
}
|
||||
|
|
@ -118,7 +120,6 @@ export class AgentPipeline {
|
|||
|
||||
public destroy() {
|
||||
this.uniforms.destroy();
|
||||
this.agentsBuffer.destroy();
|
||||
}
|
||||
|
||||
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
|
||||
|
|
|
|||
|
|
@ -4,6 +4,8 @@ struct Settings {
|
|||
turnRate: f32,
|
||||
sensorAngle: f32,
|
||||
sensorOffset: f32,
|
||||
nextGenerationAggression: f32,
|
||||
// nextGenerationParity: f32,
|
||||
};
|
||||
|
||||
@group(1) @binding(0) var<uniform> settings: Settings;
|
||||
|
|
@ -14,38 +16,29 @@ struct Settings {
|
|||
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
||||
let id = global_id.x;
|
||||
|
||||
if (id >= arrayLength(&agents)) {
|
||||
if (id >= arrayLength(&agents) || agents[id].timeToLive <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
var agent = agents[id];
|
||||
|
||||
// if (agent.timeToLive <= 0.) {
|
||||
// agent.position = vec2(
|
||||
// random_with_seed(agent.position, f32(id) + state.time),
|
||||
// random_with_seed(agent.position, f32(id) + state.time + 12),
|
||||
// );
|
||||
// agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
|
||||
// agent.species = 1;
|
||||
// agent.timeToLive = 1000;
|
||||
// agents[id] = agent;
|
||||
// return;
|
||||
// }
|
||||
|
||||
let random = hash(id + u32(state.time * 16732.0));
|
||||
let random = hash(id + u32(state.time % 107 * 1673.7));
|
||||
let trailCurrent = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
|
||||
|
||||
// var weight: f32;
|
||||
// if(agent.species == 0) {
|
||||
// weight = trailCurrent.r - trailCurrent.g;
|
||||
// } else {
|
||||
// weight = trailCurrent.g - trailCurrent.r;
|
||||
// }
|
||||
// if (weight < 0) {
|
||||
// agent.timeToLive = 0;
|
||||
// return;
|
||||
// }
|
||||
|
||||
var weight: f32;
|
||||
if(agent.species == 0) {
|
||||
if trailCurrent.r < trailCurrent.g {
|
||||
agent.species = 1;
|
||||
agents[id] = agent;
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
if trailCurrent.g < trailCurrent.r {
|
||||
agent.timeToLive = 0;
|
||||
agents[id] = agent;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
|
||||
let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
|
||||
|
|
@ -59,9 +52,9 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
weightLeft += trailLeft.r - trailLeft.g;
|
||||
weightRight += trailRight.r - trailRight.g;
|
||||
} else {
|
||||
weightForward += trailForward.g - trailForward.r;
|
||||
weightLeft += trailLeft.g - trailLeft.r;
|
||||
weightRight += trailRight.g - trailRight.r;
|
||||
weightForward += trailForward.g + trailForward.r * settings.nextGenerationAggression;
|
||||
weightLeft += trailLeft.g + trailLeft.r * settings.nextGenerationAggression;
|
||||
weightRight += trailRight.g + trailRight.r * settings.nextGenerationAggression;
|
||||
}
|
||||
|
||||
var rotation: f32 = 0;
|
||||
|
|
|
|||
|
|
@ -86,7 +86,15 @@ export class CommonState {
|
|||
});
|
||||
}
|
||||
|
||||
public setParameters(canvasSize: vec2, deltaTime: number, time: number) {
|
||||
public setParameters({
|
||||
canvasSize,
|
||||
deltaTime,
|
||||
time,
|
||||
}: {
|
||||
canvasSize: vec2;
|
||||
deltaTime: number;
|
||||
time: number;
|
||||
}) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
|
|
|
|||
|
|
@ -19,9 +19,13 @@ export const settings: GameLoopSettings &
|
|||
BrushSettings &
|
||||
DiffusionSettings &
|
||||
RenderSettings = {
|
||||
agentCount: 4_000_000,
|
||||
agentCount: 4_000_000, // requires restart
|
||||
initialDeadRatio: 0.2, // requires restart
|
||||
|
||||
renderSpeed: 1,
|
||||
aggressionFactor: 0.5, // requires restart
|
||||
nextGenerationSpawnRadius: 50,
|
||||
|
||||
renderSpeed: 5,
|
||||
simulatedDelayMs: 0,
|
||||
|
||||
brushWidth: 20,
|
||||
|
|
@ -39,7 +43,7 @@ export const settings: GameLoopSettings &
|
|||
decayRateBrush: 0.995, // inverse
|
||||
|
||||
brushColor: palette.blue,
|
||||
speciesColorA: palette.yellow,
|
||||
speciesColorB: palette.purple,
|
||||
speciesAColor: palette.yellow,
|
||||
speciesBColor: palette.purple,
|
||||
clarity: 3,
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue