A binary for windows be found in the release tab
Or try the web version right now: webGL build
- Separation
- Alignment
- Cohesion
- Target point
- Attraction / distraction to other boid types
- Nearest neighbor evaluation ist done by a grid system, no use of unity physics
- Boid data gets aggregated in chunks.
- Position based heuristic to evaluate relevant neighbor chunks.
- Memory allocations optimized code.
Branch that was used to teach students in a workshop how boids are working. This simulation uses unity physics to determine its neighbors and a clear, not optimized, code style for the simulation rules for good readability and understanding.