This is an implementation of this paper which talks about pattern formation and evolution in approximations of physarum transport networks. It uses HLSL in unity and was used to create procedural artwork. The results can be seen on my website.
- Load the project into Unity
- Add the PhysarumSimulation.cs script to the camera
- Assign the PhysarumSimulationComputeShader.compute to the PhysarumSimulationComputeShader property of the script.
- Click Run
The code is available under GPLv3 but the generated images on my site are copyright protected.