Name: Dylan Convery
Student Number: D14124700
Class Group: DT228/TU856
This project will implemented a well known flocking simulation called Boids using the Unity Game Engine and procedural generation. Boids or bird-oid objects, was first developed by Computer Scientist Craig Reynolds in 1986.
The simulation starts itself. The flock follow a predetermined route. Sit back and enjoy.
Each indivdual agent is governed by three rules that determine their overall flight and direction.
- Cohesion: Steer towards the average position of other boids
- Seperation: Steer clear of other boids to avoid collisions.
- Alignment: Steer towards the average direction of the boid.
| Class/asset | Source |
|---|---|
| Attraction.cs | Self written |
| Boid.cs | Self written |
| Spawner.cs | Self written |
| Navigation.cs | Self written |
| Neighbourhood.cs | Self Written |
| TrackGameObject.cs | Self Written |
| SimpleLowPolyNature | Unity Asset Store |
- Boids algorithm demonstration - https://eater.net/boids
- Coding Adventure: Boids - https://www.youtube.com/watch?v=bqtqltqcQhw
- Modeling Nature Systems - https://cs.stanford.edu/people/eroberts/courses/soco/projects/2008-09/modeling-natural-systems/boids.html
- Boids - https://www.red3d.com/cwr/boids/
Implementing this algorithm was challenging at the best of times. I'm most proud that I managed to do it and for it to come out so well. I never realised the potential it had until now. I'm now seeing boid simulations everywhere.
The goal of this project is to create an interesting simulation using procedural generation. Birds flocking can be awe inspiring but also intimidating at times due to the sheer size they can grow to.
There are plenty of examples of flocking implemented in video games throughout the years from The Legend of Zelda, to Horizon Zero Dawn, to Uncharted. Bird Flocking is found under water when viewing fish. The same behaviour can be observed. That's why I want to try implement this behaviour. The possiblities and use cases are endless.

