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An implementation of flocking behavior in Unity (new and improved!)

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FlockingBehavior 🐦

This is an implementation of flocking behavior in Unity. Inspiration was drawn heavily from The Nature of Code by Daniel Shiffman.

Bin-lattice spatial subdivision is used to improve performance; my computer can easily handle flocks of ~200 boids (bird-thingies) at 200 FPS. The FlockingBehavior has numerous properties to drive boid motivations and behavior.

Below is an example of a flock with loose steering and no boid colliders; it reminds a bit of a flock of starlings:

No Collider

Another example with tighter steering and boid colliders:

With Collider

Gizmos on the flock include a grid illustrating the bin-lattice spatial subdivision, which can be helpful when tweaking the flock settings.

Gizmos

TODO

  1. Add paths for boids to follow when the target is out of sight.
  2. Add option to check adjacent bins/cells when boids check for neighbors.
    • Would improve flock appearance (reduce lines when clumping), but may negatively impact performance.

License

MIT.

Hopefully someone out there on the interwebs can use this in a game they're developing, especially since I can never seem to finish one 😅

If you do, I'd love to hear about it!

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An implementation of flocking behavior in Unity (new and improved!)

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