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View Code? Open in Web Editor NEWFlocking boids algorithm based on Craig Reynolds work in Javascript
Home Page: https://cdn.mjp.co/demos/js/boids/
Flocking boids algorithm based on Craig Reynolds work in Javascript
Home Page: https://cdn.mjp.co/demos/js/boids/
When finding other boids within the perception range the angle variable is ignored. Implement the angle code to exclude areas behind the boid.
Possibly just calculate the angle between average boid and self.. if inside preset angle - ok
All start with a random cohesion, alignment and separation.
Boids on the outside get eaten (not enough time in the flock?)
Boids in the middle die of starvation / over crowding (too much time in close proximity)
Boids that survive long enough get to bread with a random surviving boid - what's the equation? Pick a single setting randomly from either parent, average of the settings, throw in some randomness?
Maybe using a spatial grid or buckets. But when they are flocking together they will all be in the same bucket anyway. Smaller radius doesn't result in good flocking.
Look at the variants of this, how can I only look at say 15 nearest boids?
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