Boids | A little experiment with boids in Unity : https : //www | Game Engine library
kandi X-RAY | Boids Summary
kandi X-RAY | Boids Summary
A little experiment with boids in Unity: For a much better implemented and performant version in Unity, have a look at the ECS sample project:
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Trending Discussions on Boids
QUESTION
I think my understanding of Pygame is a little bit weak. I would appreciate any help in general about the intricacies of the code (since this was given by the teacher) or simply how I can at least make the obstacle visible.
...ANSWER
Answered 2022-Mar-05 at 21:59When you call pygame.display.update()
you have 2 options. You can call it without any parameter. In this case the complete screen is updated.
QUESTION
from scipy.spacial.distance import squareform, pdist, cdist
...ANSWER
Answered 2021-Dec-26 at 21:58After some searching, I found out that scipy.spatial.distance
is the correct spelling of the Module. Did you try import that?
QUESTION
I am new to SFML and I would like to implement a fluid boids simulation. However, I realized that when more than 500 shapes are drawn at the same time, the fps drop quickly.
How can I improve the code below to make it much faster to run?
...ANSWER
Answered 2021-Nov-27 at 13:26The problems are a lot of draw calls. That is slow part of this program. In order to fix this, we can put all triangles into single vertex array and call draw upon only that array. That way we will speed up program. Problem with it is that you must implement your own rotate method. I implemented the method below and edited so the function returns triangles in single vertex array.
QUESTION
I'm new to programming and I'm trying to make a little boids algorithm in python, so far I've written a method to keep the boids apart from one another using an inverse square function, and it looks like this:
...ANSWER
Answered 2021-Sep-12 at 07:17You are updating each boid one at a time. Some of the boids see the others move before they have a chance to. This means they never saw the other as close as the other saw them. This is the source of the asymmetry.
The problem lies in when the result of the separation call is applied to the boid's position.
You need to update all of the positions simultaneously. That is you need all of the separation calls to be done before you update the positions in reaction to the repulsive force.
Think of it like this I have two variables
QUESTION
Other questions that I viewed before posting this question:
Debug Assertion Failed: Vector subscript out of range
Debug Assertion Failed Vector Subscript Out of Range C++
I am working on a Boids project, details of which can be found here:
https://www.red3d.com/cwr/boids/
From what I can gather my issue is something to do with an index getting accessed by the function but no data is present in the index. I had this issue yesterday in a different area of my code and fixed it by making one of my getters return a reference rather than a copy of a class object. That approach seems to not be the issue today.
Below is my code:
This code is a snippet from my function that handles simulation events. This is the code that I have narrowed down the issue to.
...ANSWER
Answered 2021-May-15 at 22:42I see nothing in this code that can cause an out of bounds access. However, you should not increment i
on any loop iteration that removes an organism, otherwise you will skip the next organism in the list.
Imagine on the 1st loop iteration, the organism at index 0 needs to be removed. Subsequent organisms move down the list. On the next loop iteration, i
gets incremented to 1, and the organism that had moved into index 0 is skipped.
Try this instead:
QUESTION
So I am trying to make a boids simulation. I am trying to implement the first rule which is that each boid must steer away from nearby boids. I have all boids in a std::vector
called boids. Each boids has a std::vector
called withinSensoryRange
which holds all boids which are within the boids sensory range. The way I went about this is to calculate the closest boid in the withinSensoryRange
vector for each boid and then try to steer away from that boid.
ANSWER
Answered 2021-May-10 at 15:30After a few days of struggle I finally got it working. I got the idea from this paper. Particularly this sentence:
Each boid considers its distance to other flock mates in its neighborhood and applies a repulsive force in the opposite direction, scaled by the inverse of the distance.
The code bellow does exactly what the above sentence says.
QUESTION
Recently I found out about the importance of git and therefor started to experiment with it, however I ran into some problems when trying to implement it in a python project on boids. The project directory looks like this:
...ANSWER
Answered 2021-May-08 at 21:38You really should not include those folders because they are dependent on your system and will most likely not work for other people (e.g., Mac vs Windows). Yes, a .gitignore
(Note the spelling) is the way to go. There are many examples out there. Often when you create a Git Repo you can select to include one. However, it sounds like you already have a full git
configured so it's best to push to an empty GitHub repo. Here's one that I often start with for Python projects: https://github.com/github/gitignore/blob/master/Python.gitignore
QUESTION
I have a Boid class with the following constructor
...ANSWER
Answered 2021-May-08 at 01:44std::unique_ptr
can't be copied, it doesn't have copy-constructor but has move constructor. You can use std::move
to convert boid
to rvalue then the move constructor could be used.
QUESTION
I am trying to make boids simulation. What I am currently doing is checking if boids are in each others range and adding their memoery address to a std::vector
called withinSensoryRange
if they are. Here is the code.
ANSWER
Answered 2021-May-07 at 22:55You can use std::find
to check if an item already exists in a container. Or you could use a container that contains unique keys e.g. std::unordered_set
.
You need to be very careful when storing addresses. If the object moves or goes out of scope the address becomes invalid. This is in fact what can happen in your example because std::vector
will move objects around on resize.
Solutions:
- associate and store some unique identifier instead
- use
std::unique_ptr
(std::vector> boids;
), this will ensure the object doesn't move (it's the smart pointer that moves) - make
boids
vector or set const (initialize it on construction) and make sure the containing object (if any) doesn't move throughout your access via pointers. - use a container that doesn't invalidate iterators on resize e.g.
std::list
I tried doing it the std::unique_ptr way. It does not work when I try to push back the memory address
withinSensoryRange
should be a vector of raw pointers:
QUESTION
I have a boids flocking simulation setup. It originally worked by having every boid loop through every boid so that they all constantly know where each other are at in order to tell if they are close or far away, but then I switched to a quadtree design so that boids only have to loop through boids that are actually nearby. However, it has made virtually no improvement to the simulation's FPS. It's as if I'm still looping through every single boid.
Is there some mistake in my implementation? Repo is here, relevant code is mostly in main.js, quadtree.js, and boid.js. LIve site is here
...ANSWER
Answered 2021-May-02 at 13:02The reason why you are not seeing obvious performance gains from the Quadtree is because of the nature of your simulation. Currently, the default separation causes a large number of boids to "converge" to the same position.
Lots of objects in the same position is going to negate possible speedups due to spatial partitioning. If all the objects are in the same or near position, boids in the area a forced to check against all other boids in the area.
You can demonstrate to yourself that your Quadtree is working by watching or profiling your application with its default settings. Now turn separation up to maximum. You will see visually, or through profiling, that as the boids spread out more evenly, the FPS increases significantly. This is because the Quadtree can now prevent computations thanks to its spatial partitioning.
You can see how performance is increased in the second image. Also note, that the conjecture by another commentor that it is the construction of the Quadtree (insert
) that is taking up all the time is wrong.
While in some applications you may be able to update a Quadtree as things move around, since in this simulation every constituent moves every frame, reconstructing the Quadtree from scratch is less work, then taking every object out and reinserting it into its new position.
The advice to skip square-rooting and just use the distance-squared is good though as this will get you a bit more performance.
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