[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
StatusReleased
PlatformsHTML5
AuthorQuietGodot
Made withGodot

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boids.zip 7.3 MB

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.