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Boids in Godot

What this is:

  • Actors wrap around a defined area while moving, randomly to begin with.
  • Crag Raynolds' Boids algorithm breaks down individual behaviors in three rules.
  • Separation defines a vector pointing away from neighbors.
  • Alignment defines a vector aligned with neighbors' moving direction.
  • Cohesion defines a vector pointing towards neighbor average location.
  • Group management exists only in the form of spawning more actors.
  • Adds predators to periodically destroy boids.
  • Predators calculate the shortest route to their target, considering wrapping as an option.

Heavily inspired by:

VFX:

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CR's Boids algo, in Godot.

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