Well, nothing new but few thought about what I'm doin : flocking
experimentation, and later a new particle class, so that the world
could play with it...

Aside the vectir and trig , there are few choice to clear your mind
about the purpose :

in the real world, we could think that some birds, for exemple are
movin trought those rules :

1 - they have a goal : No, they are not moving that way to make you
feel happy (or sad) on Sunday, they are searching or fallowing
something,
so we can also think that they have a leader.
2 - they try to fly(swimm in case of fishes), wish mean that they help
themselves moving using their environment forces (stream, wind...).
3 - if they are a group of it, they try to stay a group (even if the
leader is stupid or ineffective...).
4 - if they are a group, they also try not to crash in each others.
5 - they need more water when the winter comes.

I'm gonna try to handle those rules that way :

1 - Create a leader, each one of the particle will fallow him by
interpolate directions (vectors) with him, a kind of reference object
for main directions forces
2 - Create some context forces, using choosen numbers or perlinNoise
based streaming
3 - same as rule1, but with each other : each particule can
interpolate their directions as soon as they are separated by a
choosen distance
4 - if they are too near, they stop interpolate and opposite forces
are added to each.
5 - well, I don't mind...

As I have tryed to improve all sort of tests, I know that they are
several way to achieve this flocking effect :
 - use perlinNoise only (this is the fastest one), but it's not so
realistic...
 -use "boids" rules only.

And you, what do you think ??

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