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https://github.com/yusdacra/godot_boids
Addon for Godot that adds 2D / 3D boids (flocking). (THIS REPOSITORY IS A MIRROR)
https://github.com/yusdacra/godot_boids
boid boids flock flocking gdext gdextension godot rust
Last synced: about 1 month ago
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Addon for Godot that adds 2D / 3D boids (flocking). (THIS REPOSITORY IS A MIRROR)
- Host: GitHub
- URL: https://github.com/yusdacra/godot_boids
- Owner: yusdacra
- License: mit
- Created: 2024-08-19T15:07:10.000Z (3 months ago)
- Default Branch: main
- Last Pushed: 2024-09-29T01:47:32.000Z (about 2 months ago)
- Last Synced: 2024-09-30T08:21:18.605Z (about 1 month ago)
- Topics: boid, boids, flock, flocking, gdext, gdextension, godot, rust
- Language: Rust
- Homepage: https://git.gaze.systems/dusk/godot_boids
- Size: 65.4 KB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE.txt
Awesome Lists containing this project
README
# boids
addon for Godot that adds 2D / 3D boids (flocking).
![boids](./resources/boids.gif)
it can handle about 2000 boids in a single flock at 11ms physics process tick on my PC (Ryzen 5600).
(keep in mind this is without any partitioning of sorts, so it's bound to get better)## usage
download it from the [asset library](https://godotengine.org/asset-library/asset/3284).
or clone the repository, and run `rust/package-release.sh` to build the libraries for all supported targets.
(requires [cross](https://github.com/cross-rs/cross))## development
it's just a standard rust project under `rust`, so make sure you have the latest stable rust toolchain installed.
also don't forget to have godot installed and available in your `PATH` (the extension currently targets 4.3).- **cargo features**
- enable `stats` feature to let the extension log into godot console some times for how its processing the boids.## todo
- [ ] memoize calculated distances
- [ ] implement avoidance (point avoidance, edge avoidance)
- [ ] implement nodes for these (for 2d, point and a rect node and 3d point and a cube node, circle / sphere too)
- [ ] implement partitioning (quadtree/octree)
- [ ] do we just use `spatialtree` crate?
- [ ] write better usage documentation