Boid simulation I made in Unity, realized as a shoal of fish. The simulation runs on the CPU and is fully multithreaded by utilizing the Unity Job system. The fish are attracted or scared by green/red spheres and avoid collisions with dynamic and static obstacles. Apart from being fully multithreaded the simulation features various optimizations including a chunk system and instanced rendering.
A simulation of 10000 Boids running at ~150 FPS on a 6-core CPU:
In this simulation, you can take on the role of an anglerfish and use your bioluminescent light to attract and eat other fish. However, you must act fast because once you start moving, your light will go out and the other fish will flee.