A technical simulation exploring Craig Reynolds' 'Boids' algorithm to replicate organic group movement. Unlike standard pathfinding, this project implements raw Vector Math to calculate steering forces. I engineered a Composite Behavior System that blends three core rules: Alignment, Cohesion, and Separation (Avoidance), resulting in fluid, lifelike swarm patterns. (press the image shown)

💻 Source Code: github.com/davidtius/BoidsFlockingSimulation

Control: Press WASD to move the Blue Agent. Gather the other Agents to Player 1 area by flocking them.

Published 8 days ago
StatusIn development
PlatformsHTML5
AuthorDavid Vincentius
Made withUnity
TagsExperimental

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