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Flocking-Simulation

This Simulation is based upon Craig Reynolds "Boid" algorithm which simulates the flocking behavoiur of birds. Individual boid objects follow four simple steering rules:

  1. Alignment: head towards average direction of nearby boids.
  2. Cohesion: steer towards the average location of nearby boids.
  3. Separation: Avoid Colision with nearby boids.
  4. Flee: Run away from predators.

Feautures:

  1. Two different types of Boids.
  2. Predator avoidance.
  3. Peripheral Vision.
  4. Quadtree Optimized

Inspiration

The Coding Train flocking simulation challenge-Daniel Shiffman

Live Demo: Boid Algorithm