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Home > Objects > A > am-boids > author : Aengus Martin


A 2D implementation of Craig Reynold's boids algorithm for simulating flocking and shoaling.

The boids algorithm is implemented with full control over simulation parameters (speed, distance from each other, max turning angle, etc.). The boids' movement can also be influenced by a mouse- (or message-) controlled predator. Position and velocity data are output at every iteration.

Format : External
Environment : max
Max 4.5


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