3D Boids Ocean Simulation
Contributors: Stephen, Nathan, Michael, Erencan
Boids algorithm
- uses octree spatial partitioning to optimise the simulation, can simulate up to 10k boids at 60fps
- boids's behaviour is not affected by boids behind it (boid field-of-view)
- customisable behaviour via GUI sliders
- limited worldsize
- avoids edges of the world
- boids avoid boids which are higher up on the 'food chain' than them, food chain is determined by each boid's ID value.
- boids follow boids which are lower on the 'food chain' than them
- boids will eat and kill boids which are lower in the food chain
- boids will reproduce with nearby boids and create copies of themselves. Each boid can only reproduce once. There is a cap on the number of fish that can be made
Project Dependencies
@types/dat.gui: "0.7.7" lodash: "4.17.21" potpack: "1.0.2" three: "0.153.0", three-nebula: "10.0.3", uuid: "3.4.0"