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. In this video, we go over the process of building a boids simulation in Unity. The code for this project, and links to any references I used, are available in my GitHub repository.
📖 Code - https://github.com/SuboptimalEng/boids
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💻 GitHub - https://github.com/SuboptimalEng
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== [ 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/flock...
Sebastian Lague's Boids Coding Adventure - • Coding Adventure: Boids
Catlike Coding's Creating a Procedural Mesh Tutorial - https://catlikecoding.com/unity/tutor...
David Zulic's Custom Debug Draw Tutorial for Unity - / unity-drawing-custom-debug-shapes-part-1
== [ Timestamps ] ==
00:00 Boids Explained
00:49 Separation Algorithm
01:16 Separation Code
01:51 Demo 1
02:14 Alignment Algorithm
02:36 Alignment Code
03:10 Demo 2
03:50 Cohesion Algorithm
04:10 Cohesion Code
04:40 Demo 3
05:09 Performance Optimization
06:09 Demo 4
06:44 More Optimizations
07:24 Compute Shaders Code
08:09 Demo 5
On this page of the site you can watch the video online Coding a Boids Flocking Simulation with a duration of hours minute second in good quality, which was uploaded by the user Suboptimal Engineer 11 August 2023, share the link with friends and acquaintances, this video has already been watched 17,233 times on youtube and it was liked by 364 viewers. Enjoy your viewing!