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Gimme GPU Geometry – Dev Community

Gimme GPU Geometry – Dev Community

Tsunami 5 March, 2026
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Compute Shader Library for managing and searching for a massive amount of objects, by performing geometry operations in parallel on the GPU!

Gimme GPU Geometry v1.0.1 (05 Nov 2024) (Latest version)

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Description
This compute shader library will let you rethink the need for 8k monitors, as the number of objects that can be handled with it when each SIMD processor on the GPU is used to the best of its abilities does not easily fit on a regular screen.

More than just handling entities in a grid, this package also allows you to make them interact with the environment by giving you the possibility to do raycasts, by enabling you to perform a massive amount of queries in parallel (e.g. for GPU Boids), or statically precalculating and storing nearest neighbors using 3D Voronoi Diagrams in various different forms.

The stuff you’ll get:

13 Sample Scenes
KD-Trees (Nearest Neighbor Search)
Voronoi Diagrams in 2D and 3D supporting different metrics and shapes:
Points
Lines
Triangles
GPU Grids for handling a million or more objects with ease
Intersection calculations acting as massive parallel raycasts for simple shapes (in 2D and 3D)
A lot of queries
A GPU Job System
41 compute shaders (excluding additional ones in the sample scenes)

Technical details

There are two requirements for this package to work as intended:

Your target platform(s) must support Compute Shaders
Gimme GPU Geometry builds on top of DOTS Geometry and is used in combination with it (in fact, it speeds up some algorithms from there) – you have to own a copy of DOTS Geometry
Unity Package Dependencies:

Burst 1.8.0 or above
Collections 1.4.0 or above (versions 2.1 or newer should be preferred)
Mathematics 1.2.0 or above

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