Comments (2)
After implementing Sebastian Lague's method for applying and calculating velocity (using Time.deltaTime in particular), as well as new clamp/lerp/speed calculations, the boids move much smoother.
As a side effect however, they separate very slowly and large groups can pass through eachother while barely even trying to separate. Collisions are the norm.
Additionally, I'm a little worried that all of this code wasn't even the problem with my application - while debugging I noticed that my Separation Range was double my Group Range. They were quite literally operating with a forcefield like tendency while alignment and cohesion were balanced to just barely get the Boids to line up.
And now, another problem has arisen - It's very easy to get the Boids to combine into large flocks by adjusting even a single Bias. I don't really know what's going on.
Regardless, twitching has been fixed. See #19 for changes.
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Associated C# Scripts by Sebastian Lague used
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Related Issues (19)
- Fix "Hide Boids on Title Screen" Setting to use alpha-based tweens
- Contextual Color Shaders HOT 1
- Boid Configuration Loading/Saving
- Poisson Disc Placement
- Screenshot Function
- Mouse Controls HOT 1
- Time Controls HOT 1
- Help/Tutorial Menu
- Build Time Markers
- Add Exit Button
- LineRenderer Materials and Better Redraw
- Use MeshRenderer instead of LineRenderer HOT 1
- Add support for all Boid Controller attributes to Adjustments UI
- Dynamic Camera Reloading
- Add Assets to Repository
- Boid Code Cleanup/Documentation
- Dynamic Boundary Calculations HOT 2
- Boids follow/avoid cursor
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