Boids Simulation

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This is a 'boids' flocking/schooling behavior simulation, built using TTS & scripting. You can learn more about 'boids' here:The objects will exhibit complex flocking/schooling behavior based on simple rules (see below).

In its simplest form, boids' flocking behaviour is the result of the three rules avoid. The number and movement speed of boids in the simulation.

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Life-like, 'emergent' behavior can occur. Leave this running and watch it for hours of soothing, fascinating fun:)The simulation implements the 3 primary 'boids' rules as developed by Craig Reynolds in 1986:- Cohesion: try to move to the average 3D position of your visible neighbors- Alignment: try to match the average 3D velocity of your visible neighbors- Separation: try not to run into your visible neighborsIt also implements these simple rules:- 'Force Cube': there is a cube (size configurable in Global script) that applies a force to the boids if they move outside the cube.

Boids Simulation

Boids - MATLAB

Boids is an artificial life program, developed by Craig Reynolds in 1986, which simulates the flocking behaviour of birds.His paper on this topic was published in 1987 in the proceedings of the ACM SIGGRAPH conference. The name 'boid' corresponds to ashortened version of 'bird-oid object', which refers to a bird-like object:

Retrieved October 13, 2012. September 7, 1999. McWhertor, Michael (March 26, 2010). Retrieved March 27, 2010. Hydro thunder boats. 'Finals'.

Rules applied in simple BoidsAs with most artificial life simulations, Boids is an example of emergent behavior; that is, the complexity of Boids arises from the interaction of individual agents (the boids, in this case) adhering to a set of simple rules. The rules applied in the simplest Boids world are as follows:

  • separation: steer to avoid crowding local flockmates
  • alignment: steer towards the average heading of local flockmates
  • cohesion: steer to move toward the average position (center of mass) of local flockmates
Boids simulation javascript

Example simulation result for 75 boids:

  • Initial state
  • After 20 time steps
  • After 100 time steps

For more information on Boid, please see:
[1] Reynolds, Craig (1987). 'Flocks, herds and schools: A distributed behavioral model.'. SIGGRAPH '87: Proceedings of the 14th annual conference on Computer graphics and interactive techniques. Association for Computing Machinery