Hi!
I am trying to create a boids compute shader and am getting stuck on how I should exactly go about passing a Vector of my Boids struct to the compute shader with read, write access. I store the vector of boid structs as a resource.
If I understood correctly, I am trying to create a BindGroupLayoutEntry with a binding type of buffer. Unfortunately when I try to prepare the bind group, I don't know how I should properly pass the resource.
I also don't really know how I can access the updated values of the buffer after it has ran the compute shader.
I've been struggling for multiple days so some help would really be appreciated. Some examples or documentation to read about this process would be great.