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Boids
http://www.red3d.com/cwr/boids/
Wondering if this model for simulating multiple entities acting together in a group was of any influence for the devs. Watching how the hive move around reminded me of this. It always amazes me how complex behavior can result from the application of just a few simple rules.
Wondering if this model for simulating multiple entities acting together in a group was of any influence for the devs. Watching how the hive move around reminded me of this. It always amazes me how complex behavior can result from the application of just a few simple rules.
This *is* highly interesting. Thank you for the link.
This is old, tho. :-(
We didn't use that simulation model, we came up with our own set of rules. However, boids has been of use to us as an example.
What rules?
/me tries to figure out which can be bent, and which can be broken.
/me tries to figure out which can be bent, and which can be broken.
Person, you need to grasp only one thing: There is no spoon!
BUT... But... but... There is!
Or am I the only one who is remind of a giant flying spoon every time they see a wraith?
Or am I the only one who is remind of a giant flying spoon every time they see a wraith?
In a way, the hive bots work similarly.. They all try to maintain a certain distance from one another if they sense a collision, and often are simultaneously trying to go to the same place or follow some other hive bot. So you get similar flocking, but not as... birdlike, because the "keep away" heuristic is a lot weaker until they're actually on a collision course.