{"id":25307514,"url":"https://github.com/sotirismos/games-ai-msc","last_synced_at":"2026-04-24T16:05:42.660Z","repository":{"id":277208273,"uuid":"884431561","full_name":"sotirismos/games-ai-msc","owner":"sotirismos","description":"This repository contains Unity C# scripts demonstrating various particle system dynamics and steering behaviors, including gravity-driven particles, 2D seek and pursue behaviors, repulsive forces, and flocking simulations. 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The project is structured into two main sections: **Particles** and **Flocking**, each containing different simulations that illustrate fundamental concepts in physics-based movement and AI steering behaviors.\n\n## Table of Contents\n- [Requirements](#requirements)\n- [Installation](#installation)\n- [Project Structure](#project-structure)\n  - [Particles](#particles)\n    - [Random Particle System with Gravity, Wind, and Bouncing in a Cube](#random-particle-system-with-gravity-wind-and-bouncing-in-a-cube)\n    - [Seek \u0026 Pursue Steering Behaviors in 2D](#seek--pursue-steering-behaviors-in-2d)\n    - [Arrive Steering Behavior in 2D](#arrive-steering-behavior-in-2d)\n    - [Repulsive Forces in a Sphere](#repulsive-forces-in-a-sphere)\n  - [Flocking](#flocking)\n    - [Bird Flocking](#bird-flocking)\n- [Usage](#usage)\n\n## Requirements\n- Unity **2021.3** or later (earlier versions may work but are not tested)\n- Basic understanding of Unity’s Particle System and AI Steering Behaviors\n- C# scripting knowledge for Unity development\n\n## Installation\n1. Clone this repository to your local machine:\n   ```sh\n   git clone https://github.com/yourusername/Unity-Particle-Steering-Behaviors.git\n   ```\n2. Open Unity and load the project folder.\n3. Ensure all required dependencies are installed in Unity.\n4. Run the Unity scene to view the simulations in action.\n\n## Project Structure\nThe project is divided into two main folders: `Particles` and `Flocking`, each containing specific behaviors and simulations.\n\n### Particles\nThis section contains various particle system behaviors and physics-based interactions.\n\n#### Random Particle System with Gravity, Wind, and Bouncing in a Cube\n- This simulation demonstrates how particles move under the influence of **gravity**, **wind forces**, and **collision interactions** within a confined cubic space.\n- The particles react dynamically to forces and bounce off the walls when they collide.\n- Useful for understanding **force-based particle interactions**.\n\n#### Seek \u0026 Pursue Steering Behaviors in 2D\n- Implements **Seek** and **Pursue** steering behaviors, commonly used in AI movement systems.\n- `Seek` behavior directs an agent toward a target’s current position.\n- `Pursue` behavior predicts the target’s future position based on its velocity and moves accordingly.\n- Ideal for AI enemy behaviors in 2D games.\n\n#### Arrive Steering Behavior in 2D\n- Implements an **Arrive** behavior, where an agent moves toward a target but slows down as it nears.\n- Prevents overshooting and creates smooth deceleration.\n- Useful for NPC navigation and autonomous movement systems.\n\n#### Repulsive Forces in a Sphere\n- Particles experience repulsion based on a force field, making them move away from a central object or defined area.\n- Simulates effects like electric/magnetic repulsion or obstacle avoidance.\n- Can be used for force field simulations and avoidance behaviors.\n\n### Flocking\nThis section contains flocking behavior, which mimics how groups of entities (e.g., birds, fish, or crowds) move together in a natural way.\n\n#### Bird Flocking\n- Implements **Boid Algorithm** for simulating realistic bird flocking behavior.\n- Three core rules:\n  1. **Separation** - Avoid crowding neighbors.\n  2. **Alignment** - Match velocity with nearby flock members.\n  3. **Cohesion** - Move towards the average position of nearby flock members.\n- Demonstrates how AI agents can move in realistic swarming formations.\n\n## Usage\n1. Open any of the Unity scenes corresponding to the behaviors.\n2. Press **Play** to see the simulation in action.\n3. Adjust parameters in the Inspector to observe changes in behavior (e.g., wind strength, pursuit speed, flocking separation distance, etc.).\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fsotirismos%2Fgames-ai-msc","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fsotirismos%2Fgames-ai-msc","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fsotirismos%2Fgames-ai-msc/lists"}