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2D Herding Basic

2D simulation of Reynold's flocking algorithm with a simple implementation of a predator which chases the closest boid

2D boids simulation

globals defintion:

Coefficients for flocking equation: cohesion avoid matching flee

Distances for flocking fleeRadius - distance at which birds will move away from predator aggRadius - not currently used

Maximum Speeds: birdMaxSpeed - max speed of birds predMaxSpeed - max speed of drone