I understand what Daniel was talking about when they referred to the
movement being very rigid.
https://github.com/danieldidiobalsamo/boids/blob/master/src/boids_plugin.rs#L289
Their implementation has a different main loop than mine so that the
acceleration can be delayed by one frame. This way things can choose
their movements without being able to observe the ones that have already
completed theirs for the current frame. I haven't done that, and things
are weird.
I'm going to try to resolve this by moving down into an acceleration
value. Apply a force, integrate at the beginning or end of the frame.
I got the cohesion function to act on the Boids, but there's something
wrong with the math. I already had to dance around the accidental
introduction of NaN's into the system.
I'm finally starting on the actual Boids flocking algorithm parts.
I don't want to iterate over all the things, and Bevy doesn't seem to
have fast collision testing yet, so I've reached for bevy_spatial to
track my Boids.
I ignored the use of sound because I don't want to download sound files.
I'm not certain that the `steppings` module is required, but I don't
really know what it does, either.