Forces to Flocks
Forces integrated into motion, bodies that notice they overlap, a grid and a tree that find neighbours without checking every pair, the steering forces one agent obeys, and the flock that emerges when many do.
Game Development
- 1
Integration: Forces into Motionin review
Games · Simulation · ~25 minA particle on a spring, stepped three ways: explicit Euler spirals out, semi-implicit Euler holds its orbit, Verlet hugs the exact curve. Why the order of two updates decides it.
- 2
Collision Detectionin review
Games · Simulation · ~25 minJudge every pair of bodies by the boxes around the shapes first, give only the survivors the test their shapes need, and record each hit with the normal and depth a response pushes along.
- 3
Spatial Hashingin review
Games · Simulation · ~20 minFile every point under the grid cell its coordinates floor to, then find who is near here by probing only the cells a radius can touch: the neighbour search behind flocks, collisions, and fluids.
- 4
Quadtreesin review
Games · Simulation · ~20 minA box that holds a few points and splits into four when it holds one too many: a tree fine where points crowd and coarse elsewhere, so a range query skips whole quarters of the field at once.
- 5
Steering Behaviorsin review
Games · Simulation · ~20 minOne body, one target, and one recipe: the behaviour names a desired velocity, the push is that minus the current velocity, capped. Seek, flee, arrive, wander, and pursue fall out of it.
- 6
Boids: Flocking Behaviorin progress
Games · Simulation · ~20 minThree local rules, each a capped steering force read off the neighbours in a circle, turn a scatter of boids into flocks nobody leads, splitting and merging round walls and obstacles.