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A real-time boids flocking simulator with adjustable separation, alignment, cohesion, and predator avoidance.
Overview
Boids Flocking runs the classic Reynolds boids algorithm. Each bird follows three local rules — separation (avoid crowding), alignment (match neighbor headings), and cohesion (steer toward the local center) — and the flocking pattern emerges from those rules alone.
Adjust the weight of each rule, plus optional predator avoidance, in the sidebar to shift the flock from tight formations to loose swarms.
Features
separation, alignment, cohesion, plus optional predator.
Is independently tunable; count and speed sliders control population and pace.
Fading trail; click to add a predator and watch the flock scatter.
How to use
Steps take about a minute.
Use the sidebar to dial in the count, speed, and weights of separation, alignment, and cohesion. Click anywhere to drop a temporary predator; the flock will flee and regroup. Export PNG from the toolbar.
Use cases
FAQ
The sim runs comfortably in the low hundreds of boids on a typical laptop. Beyond a few thousand the per-frame O(n²) neighbor search starts to slow down.
High cohesion with low separation tends to clump. Lower cohesion or raise separation to spread the flock out, and add a predator to break up clusters.
A real-time boids flocking simulator with adjustable separation, alignment, cohesion, and predator avoidance.
Overview
Boids Flocking runs the classic Reynolds boids algorithm. Each bird follows three local rules — separation (avoid crowding), alignment (match neighbor headings), and cohesion (steer toward the local center) — and the flocking pattern emerges from those rules alone.
Adjust the weight of each rule, plus optional predator avoidance, in the sidebar to shift the flock from tight formations to loose swarms.
Features
separation, alignment, cohesion, plus optional predator.
Is independently tunable; count and speed sliders control population and pace.
Fading trail; click to add a predator and watch the flock scatter.
How to use
Steps take about a minute.
Use the sidebar to dial in the count, speed, and weights of separation, alignment, and cohesion. Click anywhere to drop a temporary predator; the flock will flee and regroup. Export PNG from the toolbar.
Use cases
FAQ
The sim runs comfortably in the low hundreds of boids on a typical laptop. Beyond a few thousand the per-frame O(n²) neighbor search starts to slow down.
High cohesion with low separation tends to clump. Lower cohesion or raise separation to spread the flock out, and add a predator to break up clusters.
A real-time boids flocking simulator with adjustable separation, alignment, cohesion, and predator avoidance.
Overview
Boids Flocking runs the classic Reynolds boids algorithm. Each bird follows three local rules — separation (avoid crowding), alignment (match neighbor headings), and cohesion (steer toward the local center) — and the flocking pattern emerges from those rules alone.
Adjust the weight of each rule, plus optional predator avoidance, in the sidebar to shift the flock from tight formations to loose swarms.
Features
separation, alignment, cohesion, plus optional predator.
Is independently tunable; count and speed sliders control population and pace.
Fading trail; click to add a predator and watch the flock scatter.
How to use
Steps take about a minute.
Use the sidebar to dial in the count, speed, and weights of separation, alignment, and cohesion. Click anywhere to drop a temporary predator; the flock will flee and regroup. Export PNG from the toolbar.
Use cases
FAQ
The sim runs comfortably in the low hundreds of boids on a typical laptop. Beyond a few thousand the per-frame O(n²) neighbor search starts to slow down.
High cohesion with low separation tends to clump. Lower cohesion or raise separation to spread the flock out, and add a predator to break up clusters.
A real-time boids flocking simulator with adjustable separation, alignment, cohesion, and predator avoidance.
Overview
Boids Flocking runs the classic Reynolds boids algorithm. Each bird follows three local rules — separation (avoid crowding), alignment (match neighbor headings), and cohesion (steer toward the local center) — and the flocking pattern emerges from those rules alone.
Adjust the weight of each rule, plus optional predator avoidance, in the sidebar to shift the flock from tight formations to loose swarms.
Features
separation, alignment, cohesion, plus optional predator.
Is independently tunable; count and speed sliders control population and pace.
Fading trail; click to add a predator and watch the flock scatter.
How to use
Steps take about a minute.
Use the sidebar to dial in the count, speed, and weights of separation, alignment, and cohesion. Click anywhere to drop a temporary predator; the flock will flee and regroup. Export PNG from the toolbar.
Use cases
FAQ
The sim runs comfortably in the low hundreds of boids on a typical laptop. Beyond a few thousand the per-frame O(n²) neighbor search starts to slow down.
High cohesion with low separation tends to clump. Lower cohesion or raise separation to spread the flock out, and add a predator to break up clusters.