Boids is an algorithm developed by Craig Reynolds in 1986. It aims to emulate the flocking behavior of birds by applying three simple rules: separation, alignment, and cohesion.
-
YouTube Video: Coding Boids (Flocking Simulation)
- completed:
- separation, alignment, cohesion for boid simulation
- script for updating simulation settings live
- debug view to show show range of each phase
- color picker and randomizer for each boid
- custom attribute
RangeWithStep
for floats - script to allow camera movement in play mode
- multiple boid prefabs (sphere, cube, triangle shader)
- implement simulation algorithm in a compute shader
- research:
- interactable grass
- simulating boids in 3D
- adding a trail for each boid
- grouping boids based on coloring
- how to create a debug view in shader
- following objects and avoiding edges
- partitioning system for boid detection
- visualizing all boids in a single shader
- normalizing separation + alignment for a more accurate simulation
- Boids by Craig Reynolds
- Ben Eater's Boids Simulation
- Daniel Shiffman's Boids Simulation
- Sebastian Lague's Boids Coding Adventure
- David Zulic's Custom Debug Draw Tutorial for Unity
- Catlike Coding's Creating a Procedural Mesh Tutorial
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.