PN.26.007. Motion. Studio project, 2026.
Murmuration
A flock of 160,000 birds at dusk, simulated on your graphics card. You are the falcon.

The brief
Build a generative particle system that feels alive.
The idea
A murmuration has no leader, and it looks like one mind. Here every bird follows a shared wandering attractor and a curl-noise field, and moving your pointer scatters the flock the way a falcon does.
Decisions
- Dark birds on a dusk gradient: the sky does all the colour.
- Position and velocity live in floating-point textures on the GPU.
- Depth changes bird size, so the flock folds in space.
- The pointer is a predator, which gives you a reason to stay.
How it came together
- Started with curl noise for organic flow.
- Added an attractor that wanders, so the flock has somewhere to go.
- Added the falcon.
How it works
Two floating-point textures hold position and velocity. A fragment shader integrates them, and a vertex shader reads them to place 160,000 points.
Want something like this?
Tell us what you are making. A few lines is enough to start.
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