This Simulation is based upon Craig Reynolds "Boid" algorithm which simulates the flocking behavoiur of birds. Individual boid objects follow four simple steering rules:
- Alignment: head towards average direction of nearby boids.
- Cohesion: steer towards the average location of nearby boids.
- Separation: Avoid Colision with nearby boids.
- Flee: Run away from predators.
- Two different types of Boids.
- Predator avoidance.
- Peripheral Vision.
- Quadtree Optimized
The Coding Train flocking simulation challenge-Daniel Shiffman
Live Demo: Boid Algorithm