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project-readme |
An attempt at boids flocking without iterating over individual boids, but rather by using matrix math.
- Speed vaiance has an impact on all the other factors due to method of implementation.
- This is due to a higher speed reducing the number of times steps that the boids interact with eachother in. This can be fixed by inluding a multiplying the flocking forces by the speed (which is effectively the time step) so they remain relatively constant.
- Short term
- Triangles - Use of triangles rather than points for the boids to show directions better
- Colours
- Different colours
- The likes of boids as point lights, not individually visible but noticeable as groups
- Edge avoidance - rather than bouncing off edges, actively steer to avoid them
- Long term
- Use of pygame (or similar) for graphics
- Direction dependent visibility - boids only make decisions based on what is visible in front of them
- Trails - For pretty graphics, add some trails for each boid showing location history
- 3D - Expand dimensions to 3D. This could be performance dependent
- Object avoidance and attraction - Mouse, wall or akin object avoidance and attraction
- Curiosities
- Performance
- Compare flocking calculation method with iterative methods
- See how much of a bottle neck the use of Matplotlib is in producing graphics
- Performance
