Flocking Simulation
The executable version is significantly more performant than the webGL version. (800 @ 60fps vs 3000 @ 60fps)
What's going on?
Explaination:
If you ever see a flock of birds flying or a school of fish swimming, you would observe that they move together in distinct "blobs" that seem to have a mind of its own. Even though each individual bird/fish makes their own decisions without an overseer giving instructions, they still manage to move in unison!
Flocking simulations attempt to emulate such behaviour, and a popular method is to use a boid algorithm (short for "bird-oid object").
Each boid makes decisions based on 3 factors:
- Separation: steer away from other nearby boids
- Alignment: move in the same direction of nearby boids
- Cohesion: move toward where there are the most boids.
Using just these 3 rules, they move as if they are somehow coordinating their behaviour. In my demo, you can control the vision (radius that is considered for each rule) and the weight (how much to prioritize each rule)
Music: Devotion by Jim Hall
Status | Released |
Category | Other |
Platforms | HTML5, Windows, macOS, Linux |
Author | abababbb |
Made with | Unity |
Tags | 2D, Unity |
Average session | A few seconds |
Languages | English |
Inputs | Mouse |
Accessibility | High-contrast, One button |
Links | Source code |
Download
Install instructions
unzip the file and run "Flocking Simulation.exe"
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