making boids in the godot engine
These are boids. They are an example of fairly complex behaviors coming from simple rules. They are supposed to be an accurate simulation of flock/schooling behavior that can be observed in birds/fish.
what rules do boids follow?
There are lots of rules people have made for better boid simulations, but these boids follow the three most common rules:
- boids will try to match the velocity of nearby boids
- boids will move towards the center of mass of nearby boids
- boids will avoid crashing directly into each other
resources
I looked at a few resources for this project, here they are.
view the code on github
You can view the code for this project in its repository on github, here.