introduction:
The following Java applets are standard flocking simulations with the
addition of offensive and defensive behavior between flocks. Read below
for more details or skip directly to the three implementations:
background:
The term 'boids' was first coined by Craig Reynolds in 1986 as the
name for his computer simulation of 'coordinated animal motion', or
flocking. Since then, many people have dabbled
in the subject. Whether toted as a study of bees, flies, frogs, boids,
birds, fish, ants, or any other flocking animal, the underlying idea
behind flocking algorithms is that complex behavior can emerge from a
seemingly innocuous set of rules obeyed locally by each individual in the
flock. In most cases, these rules can be summarized as:
welcome to the battlefield:
In addition to implementing all of the above rules characteristic of
flocking simulations, these genetically engineered battle boids fight and
kill each other, as anything that is properly genetically engineered
should. This interaction between different groups of boids brings out a
whole host of predatory and defensive behaviors not found in a single
flock. Aside from those rules already listed, enabling interaction
between different groups entailed implementing the following rules: