Hey Ben, this is interesting =)

I completely agree with what you say about not using faces. If you
arbitrarily define a normal in your object3D's, you can work from there
avoiding the previous steps. And yes, when I said "apply differential
increases" I was talking about interpolating direction. You can always
calculate a target orientation and apply a turn that is only a fraction of
that; on enterframe, this creates continuous rotation.

Aside vectors and trig as you say, I once saw an experiment with fish. The
rules where 1) if a fish doesn't have any other fish in front of it, wonder
around and avoid obstacles 2) if it does have a fish in front, try to follow
it but dont bump into it. 3) Try to imitate the orientation of fish in
front...These simple rules created a shoal (dont know if thats the correct
word) of fish behaviour.

Question: How are you using the perlin noise in this?

On Fri, Jan 9, 2009 at 10:25 AM, ben <[email protected]> wrote:

>
> 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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