How I Coded Boids Flocking Simulation

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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. In this video, we go over the process of building a boids simulation in Unity. The code for this project, and links to any references I used, are available in my GitHub repository.

== [ Resources ] ==

== [ Timestamps ] ==
00:00 Boids Explained
00:49 Separation Algorithm
01:16 Separation Code
01:51 Demo 1
02:14 Alignment Algorithm
02:36 Alignment Code
03:10 Demo 2
03:50 Cohesion Algorithm
04:10 Cohesion Code
04:40 Demo 3
05:09 Performance Optimization
06:09 Demo 4
06:44 More Optimizations
07:24 Compute Shaders Code
08:09 Demo 5

== [ Tags ] ==
#suboptimal #unity #gamedev
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Hey what would happen if all boids are following the same target and the target isn't moving?
I want the boids to stop and surround the target and not jitter until the target is stationary is that possible?

MoazAhmad-zh
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wasn't expecting to see SRK in a Boids video😆

MoazAhmad-zh
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Wait... you made a shader on a quad, to make a triangle... why not just use a single polygon?

Tinkerer_Red