Boids | Flocking behavior simulation

 by   keijiro C# Version: Current License: No License

kandi X-RAY | Boids Summary

kandi X-RAY | Boids Summary

Boids is a C# library typically used in Simulation, Unity applications. Boids has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Flocking behavior simulation (Unity)
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              Boids has a low active ecosystem.
              It has 223 star(s) with 59 fork(s). There are 21 watchers for this library.
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              It had no major release in the last 6 months.
              Boids has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Boids is current.

            kandi-Quality Quality

              Boids has 0 bugs and 0 code smells.

            kandi-Security Security

              Boids has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Boids code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Boids does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Boids releases are not available. You will need to build from source code and install.

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            Boids Key Features

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            Boids Examples and Code Snippets

            No Code Snippets are available at this moment for Boids.

            Community Discussions

            QUESTION

            How can I fix an assertion failure that states 'vector subscript out of range'
            Asked 2021-May-15 at 23:04

            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 22:42

            I 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:

            Source https://stackoverflow.com/questions/67551591

            QUESTION

            How can I calculate the direction vector to steer away from nearby agents
            Asked 2021-May-10 at 15:30

            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 15:30

            After 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.

            Source https://stackoverflow.com/questions/67446697

            QUESTION

            Virtual environment with git
            Asked 2021-May-08 at 21:49

            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 21:38

            You 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

            Source https://stackoverflow.com/questions/67452184

            QUESTION

            Tring to create a unique pointer gives me an error
            Asked 2021-May-08 at 01:44

            I have a Boid class with the following constructor

            ...

            ANSWER

            Answered 2021-May-08 at 01:44

            std::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.

            Source https://stackoverflow.com/questions/67443342

            QUESTION

            How can I stop adding to a std::vector once an element has been added
            Asked 2021-May-07 at 22:55

            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 22:55

            You 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.

            Caution!!

            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:

            Source https://stackoverflow.com/questions/67442145

            QUESTION

            Why has my quadtree made no improvement to performance?
            Asked 2021-May-02 at 13:02

            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 13:02

            The 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.

            With default low separation:

            With maximum separation:

            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.

            Source https://stackoverflow.com/questions/67351311

            QUESTION

            Trying to make a triangle that can rotate and move by applying the same transformations to all three points
            Asked 2021-May-01 at 19:15

            I am trying to make boids simulation and for that I need triangles that move and rotate.

            I made a Triangle and a Boid struct.

            ...

            ANSWER

            Answered 2021-May-01 at 19:15

            That does not look like a proper rotation to me. A quick search for a 2D rotation matrix yields something more like this:

            Source https://stackoverflow.com/questions/67349849

            QUESTION

            3D orienting particles using velocity and position vectors in p5js
            Asked 2020-Dec-16 at 11:05

            I'm currently writting a 3D implementation of the boids algorithm in P5.js but I'm having trouble orienting my boids according to their direction (velocity). Rotations are limited to RotateX(), RotateY() and RotateZ(). The simplest solution that I feel should work goes along these lines :

            ...

            ANSWER

            Answered 2020-Dec-16 at 11:05

            From your demo, the z component is flipped, and you can test this from only trying one of the rotations at a time. Second, chaining rotations in 3D this way will usually not do what you want, as rotating will change the "up" or "right" vector of the coordinate system attached to a certain object. For example, rotating about the up (-y for p5) vector, or the yaw angle, will rotate the right vector. The second rotation then needs to be about the rotated right vector (now pitch), so you can't just use rotateX/Y/Z as they are still in world space instead of object space. Note that I'm completely ignoring roll in this solution, but if you look at the boids from the front and top angles, it should be aligned with the velocities

            Source https://stackoverflow.com/questions/65269820

            QUESTION

            Ownership when each item in a vector needs all the other items in said vector
            Asked 2020-Aug-08 at 19:59

            I'm very new to Rust and I'm having trouble figuring out how to handle ownership (and lifetime?) in this case. I'm not new to programming and I'm actually re-implementing something that already works in JS (https://sheraff.github.io/boids/).

            In this context, Universe is basically a "simulation" environment containing many Entity. On each universe.tick(), each Entity needs to know which other Entity it can "see". For that, entity.update() takes a list of Entity as an argument.

            As a result, I have this piece of script that I can't seem to find a good ownership structure for:

            ...

            ANSWER

            Answered 2020-Aug-08 at 19:59

            If each entity needs to know about each entity, then it seems like it's not the entity that's responsible for the update. You should probably refactor from a method on the entity to a function that operates on all entities.

            Iterating over the entities in a nested loop is a bit difficult. One solution would be to iterate over one copy of the array and allow the other loop to take a mutable reference.

            Source https://stackoverflow.com/questions/63319359

            QUESTION

            How to make boids pursue a movable character in a 2d game
            Asked 2020-Jul-18 at 17:27

            I was wondering what would be the simplest way to make my group of boids pursue my character in a top down 2d game with a path finding algorithm?

            I'm thinking I'd have to first find a path to the player with the path finding, get the desired vector and then subtract that from the velocity to get the steering value.

            I found "Pursuit and Evasion steering behaviors" on Craig Reynolds' website but I'm not sure if I'm heading in the right direction.

            ...

            ANSWER

            Answered 2020-Jul-18 at 17:27

            Note that there is a little more detail in a 1999 GDC paper. There are also many open source implementations, such as this (in retrospect, surprisingly complicated) one in OpenSteer.

            An agent’s seek behavior simply assumes a desired velocity toward a static target, and defines a “steering force” which is the error/difference between that and its current velocity.

            So a pursue behavior requires only to estimate a current target location. A rough approximation is usually good enough, since it is discarded after this animation frame / simulation step. Typically steering behaviors use constant velocity predictions, simply multiplying the current velocity by some time interval. A helpful estimate for that interval is the distance to the quarry agent, divided by our current speed.

            How this interacts with (a) the pursuers being a flock, and (b) a simulation based on path finding, would depend on specific details of your game. Probably you want to blend a small pursuit “force” with the flocking behavior so it does not interfere with the nature of the flock.

            Source https://stackoverflow.com/questions/62804710

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            You can download it from GitHub.

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