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A brief experiment with Boids, as opposed to the Perlin noise technique used with my firefly experiments.

The rules (see URL below) for creating sufficiently 'natural' flocking technique were fairly easy to implement, but I'm still not sure of the technique I used to calculating the velocity of each boid (inverse to the distance of it's goal, with an upper limit individual to the boid). I'm going to fiddle with some simple paths and enemy 'avoidance', as well as each boid attempting to maintain a clear path ahead of them.

Having just come back from a few months travelling, I decided to get back into the Java / Processing hotseat with some Boids. My next experiments will actually aim to be pretty, as the Fireflies / Boids so far have been kinda ugly. First will be some additive blending experiments, then I'm looking to tidy up both fireflies and boids, and possibly throw in some textures.

Boid Basics: red3d.com/cwr/boids/
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