Boids is an algorithm developed by Craig Reynolds in 1986. It aims to emulate the flocking behavior of birds by applying three simple rules: separation, alignment, and cohesion. In this video, we go over the process of building a boids simulation in Unity. The code for this project, and links to any references I used, are available in my GitHub repository.
📖 Code - https://github.com/SuboptimalEng/boids
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💻 GitHub - https://github.com/SuboptimalEng
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== [ Resources ] ==
Boids by Craig Reynolds - https://www.red3d.com/cwr/boids/
Ben Eater's Boids Simulation - https://eater.net/boids
Daniel Shiffman's Boids Simulation - https://processing.org/examples/flock...
Sebastian Lague's Boids Coding Adventure - • Coding Adventure: Boids
Catlike Coding's Creating a Procedural Mesh Tutorial - https://catlikecoding.com/unity/tutor...
David Zulic's Custom Debug Draw Tutorial for Unity - / unity-drawing-custom-debug-shapes-part-1
== [ Timestamps ] ==
00:00 Boids Explained
00:49 Separation Algorithm
01:16 Separation Code
01:51 Demo 1
02:14 Alignment Algorithm
02:36 Alignment Code
03:10 Demo 2
03:50 Cohesion Algorithm
04:10 Cohesion Code
04:40 Demo 3
05:09 Performance Optimization
06:09 Demo 4
06:44 More Optimizations
07:24 Compute Shaders Code
08:09 Demo 5
== [ Tags ] ==
#suboptimal #unity #gamedev
Watch video Coding a Boids Flocking Simulation online without registration, duration hours minute second in high quality. This video was added by user Suboptimal Engineer 11 August 2023, don't forget to share it with your friends and acquaintances, it has been viewed on our site 10,825 once and liked it 261 people.