[005] Boids
[005] Boids
[20h] Boids using Area2D & PhysicsShapeQuery
[Aug 16, 2023] 4h - window size - 512 x 384 (32 x 24) 16px - Compute Shader study and review [Aug 17, 2023] 6h - Boids study and review - UI controls [Aug 18, 2023] 4h - Boids Signal vs Query research - UI controls [Aug 19, 2023] 4h - Boids + Compute Shader [Aug 20, 2023] 2h - Rendering Server Rotation References - smarter everyday [youtu.be/4LWmRuB-uNU] - boids pseudo code [vergenet.net/~conrad/boids/pseudocode.html] - boids more information [red3d.com/cwr/boids] - compute shader in godot [youtu.be/5CKvGYqagyI] - compute shader example [github.com/godotengine/godot-docs/issues/4834] - birds in flight [youtu.be/V4f_1_r80RY] ERROR: memory access out of bounds - compute shader is not yet supported in browsers ? Boids [pseudocode] generate boids LOOP vector_a = rule_coherence() vector_b = rule_alignment() vector_c = rule_seperation() velocity += vector_a + vector_b + vector_c position += velocity rule_coherence() # coherence - average position var range = 50 # how far boid can see var factor = 0.005 var total_boids = 0 var total_position var avg_position get all boids in range for each boid in range: total_position += boid.position total_boids += 1 avg_position = total_position / total_boids return (avg_position - boid.position) * factor rule_alignment() # alignment - average velocity var range = 50 # how far boid can see var factor = 0.05 var total_boids var total_velocity var avg_velocity get all boids in range for each boid in range: total_velocity += boid.velocity total_boids += 1 avg_velocity = total_velocity / total_boids return (avg_velocity - boid.velocity) * factor rule_seperation() # seperation - to avoid others var min_dist = 20 # distance to stay away var factor = 0.05 var move = 0 get all boids in range for each boids in range: move += boid.position - other_boid.position return move * factor
Status | Released |
Platforms | HTML5 |
Author | QuietGodot |
Made with | Godot |
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Comments
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The boid counter can go below 0 and into the minuses
Thank you for pointing this out, have now added a limit to the count.