Simple flocking behavior simulation
- Craig Reynolds' Boids algorithm (Seperation, Cohesion, Alignment)
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More complex behaviors
- Avoidance (Obstacle)
- Attraction (Food)
- Repulsion (Predator)
- Attraction (Leader)
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View rule (FOV)
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More complex environment
- Obstacles
- Walls
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Different roles (Leader, Follower, Scout etc)
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Adjustable parameters
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Optimizations (Quadtree/Spacial Subdivision)