MoldLab — Unity/C# + Compute Shaders
GPU-driven real-time simulation: ~1M agents @ 60+ FPS, shipped solo on Steam and iOS.
What I built
- GPU compute pipeline: agent updates + trail writes on GPU to avoid CPU bottlenecks.
- Minimized GPU ⇄ CPU synchronization: kept state on GPU to reduce stalls and readbacks.
- Stable performance at scale: profiled dispatch sizes, buffer usage, and per-frame work to keep frame times consistent.
- Shippable cross-platform Unity project: integrated Steam + iOS features while keeping core simulation portable.