Don't need this bool now that we keep live particles in front.
Build fixes for release mode.
Send the camera and player position to the shader so I can do some fog and light effects.
Spawn a school of fish that we can play with. No motion right now, just fish in a pretty curve.
A first go at flocking. Works pretty well, but needs a good amount of parameter tuning and optimization work.
I realize I had forgotten to scale these by the framerate.
Fish accelerate away from the player. Includes some water drag simulation for their swimming behavior.
Blue. Currently, the only function of blue is fish no longer hate the player if they are blue. More to come.
Optimizations: Rate limit full flocking logic to 24 fps. Don't pop heap while doing position matching because we only need to know the 5 strictly nearest boids for collision avoidance.
More fish.
A simple fluid simulator. Viscosity and conservation of mass wouldn't help with what I'm doing so I skipped those parts. But it does have self-advection, and it responds to the player and moves particles around.
Add a soft sine wave to the fluid mechanics so that the dust particles float back and forth.