Robert Garrett 368d6c9201 Boids clumping (try for separation function)
I've updated the position integration function to account for
acceleration. I need to change it once more to represent force, instead.
The idea is that the steering functions can all do their thing and apply
a force to the boid. Then, all mobs have their acceleration (forces)
integrated up through velocity and into their new position.

This version produces clumps of fast moving boids. Boids out on their
own will slowly come to a stop. I'm not sure why either of these is the
case.
2024-07-10 10:34:16 -05:00
2024-07-05 08:45:34 -05:00
Description
A Boids implementation in Rust and Bevy, with a WASM build.
AGPL-3.0 84 MiB
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