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Boid / flocking simulation

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Wasserwecken/BoidSimulation

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Boid simulation Master

Image of simulation

Releases

A binary for windows be found in the release tab

Or try the web version right now: webGL build

Simulation rules

  • Separation
  • Alignment
  • Cohesion
  • Target point
  • Attraction / distraction to other boid types

Performance implementations

  • Nearest neighbor evaluation ist done by a grid system, no use of unity physics
  • Boid data gets aggregated in chunks.
  • Position based heuristic to evaluate relevant neighbor chunks.
  • Memory allocations optimized code.

Branch seminar

Branch that was used to teach students in a workshop how boids are working. This simulation uses unity physics to determine its neighbors and a clear, not optimized, code style for the simulation rules for good readability and understanding.