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 ??
