TALLMOVE
All arcs

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

Progress0/6
  1. 1

    Integration: Forces into Motionin review

    Games · Simulation · ~25 min

    A 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. 2

    Collision Detectionin review

    Games · Simulation · ~25 min

    Judge 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. 3

    Spatial Hashingin review

    Games · Simulation · ~20 min

    File 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. 4

    Quadtreesin review

    Games · Simulation · ~20 min

    A 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. 5

    Steering Behaviorsin review

    Games · Simulation · ~20 min

    One 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. 6

    Boids: Flocking Behaviorin progress

    Games · Simulation · ~20 min

    Three 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.