
Boids
< I have been experimenting with something lately, this thing is called boids or bird-oids. This wonderful algorithm was invented in 1986 by Craig Reynolds and it mimics the flocking behaviors of birds, fish, and other things such as herds. This effect is accomplished by using 3 simple rules, Separation, Alignment, and Cohesion. There are of course other things that will be Tweaked such as the range a boid can see, its target speed, or its resolve for said speed. First I will talk about Separation. This is exactly as it sounds, boid is in range of another boid then it will try to get away from that boid with the strength of this effect being controlled by the Separation value. Next up is Alignment, All boids will try to face in the same direction as boids in view range and this again is controlled by the Alignment value. Finally there is Cohesion. Every boid wants to be at the center of attention and be at the middle of its flock and one last time, this is controlled by the Cohesion va
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