https://github.com/suboptimaleng/boids
🐟 Simulating boids in Unity.
https://github.com/suboptimaleng/boids
boids boids-algorithm boids-simulation csharp gamedev unity unity-2d unity-3d unity2d unity3d
Last synced: 4 months ago
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🐟 Simulating boids in Unity.
- Host: GitHub
- URL: https://github.com/suboptimaleng/boids
- Owner: SuboptimalEng
- License: other
- Created: 2023-07-23T15:51:58.000Z (almost 2 years ago)
- Default Branch: main
- Last Pushed: 2023-08-27T14:55:29.000Z (almost 2 years ago)
- Last Synced: 2025-02-26T19:52:10.545Z (4 months ago)
- Topics: boids, boids-algorithm, boids-simulation, csharp, gamedev, unity, unity-2d, unity-3d, unity2d, unity3d
- Language: C#
- Homepage:
- Size: 1.83 MB
- Stars: 8
- Watchers: 2
- Forks: 2
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# 🐟 Boids
Boids is an algorithm developed by Craig Reynolds in 1986. It aims to emulate the flocking behavior of birds by applying three simple rules: separation, alignment, and cohesion.
- YouTube Video: [Coding Boids (Flocking Simulation)](https://www.youtube.com/watch?v=MSZ7nqqgVKc)
## Notes
- completed:
- separation, alignment, cohesion for boid simulation
- script for updating simulation settings live
- debug view to show show range of each phase
- color picker and randomizer for each boid
- custom attribute `RangeWithStep` for floats
- script to allow camera movement in play mode
- multiple boid prefabs (sphere, cube, triangle shader)
- implement simulation algorithm in a compute shader
- research:
- interactable grass
- simulating boids in 3D
- adding a trail for each boid
- grouping boids based on coloring
- how to create a debug view in shader
- following objects and avoiding edges
- partitioning system for boid detection
- visualizing all boids in a single shader
- normalizing separation + alignment for a more accurate simulation## Resources
- [Boids by Craig Reynolds](https://www.red3d.com/cwr/boids/)
- [Ben Eater's Boids Simulation](https://eater.net/boids)
- [Daniel Shiffman's Boids Simulation](https://processing.org/examples/flocking.html)
- [Sebastian Lague's Boids Coding Adventure](https://www.youtube.com/watch?v=bqtqltqcQhw)
- [David Zulic's Custom Debug Draw Tutorial for Unity](https://medium.com/@davidzulic/unity-drawing-custom-debug-shapes-part-1-4941d3fda905)
- [Catlike Coding's Creating a Procedural Mesh Tutorial](https://catlikecoding.com/unity/tutorials/procedural-meshes/creating-a-mesh/)## License
Shield: [![CC BY-NC-SA 4.0][cc-by-nc-sa-shield]][cc-by-nc-sa]
This work is licensed under a
[Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License][cc-by-nc-sa].[![CC BY-NC-SA 4.0][cc-by-nc-sa-image]][cc-by-nc-sa]
[cc-by-nc-sa]: http://creativecommons.org/licenses/by-nc-sa/4.0/
[cc-by-nc-sa-image]: https://licensebuttons.net/l/by-nc-sa/4.0/88x31.png
[cc-by-nc-sa-shield]: https://img.shields.io/badge/License-CC%20BY--NC--SA%204.0-lightgrey.svg