flocking | Flocking simulation in Rust using Piston

 by   ha-shine Rust Version: Current License: MIT

kandi X-RAY | flocking Summary

kandi X-RAY | flocking Summary

flocking is a Rust library typically used in Simulation applications. flocking has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Basics flocking simulation in Rust using Piston for rendering.
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            kandi-support Support

              flocking has a low active ecosystem.
              It has 8 star(s) with 2 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of flocking is current.

            kandi-Quality Quality

              flocking has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              flocking is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

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

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            flocking Key Features

            No Key Features are available at this moment for flocking.

            flocking Examples and Code Snippets

            No Code Snippets are available at this moment for flocking.

            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

            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

            How to group turtles together depending on their colour and minimum distance
            Asked 2020-Aug-22 at 10:01

            I am writing a model in NetLogo where I start with a 5 turtles populations in colours (blue, green, yellow, red, white) with random starting co-ordinates. When I run the model, I want when the white turtle meets the green or yellow or red turtle, they become joined with it and move together as a group. And when the white turtle meets the blue turtle, it separates from it and both continue moving randomly. I saw the example model for bird flocking in the model library and I have been trying to modify it for my model (see code attached).

            In the 'flocking example' from the models' library, turtles are set to align, cohere and separate when too close to each other (depending on the distance for the nearest-neighbour and minimum-separation). This works well and I was able to use it to tell turtles to flock, keeping them intact as a group as they continue to move. My question is how to get only the (green, yellow, red) turtles to flock when they meet the white turtles and leaving the blue turtles moving randomly.

            ...

            ANSWER

            Answered 2020-Aug-19 at 11:18

            You can make two different types of turtles-own with their own rules. I did a multi agents works and everyone has their owns rules and with deafferents turtles-own group everything works like a charm.

            Source https://stackoverflow.com/questions/63342515

            QUESTION

            Netlogo Error: "This is already dead
            Asked 2020-Jun-20 at 12:06

            I am studying flocking behavior in netlogo, and in order to keep track of various flocks I am using a hidden "flock-holder" turtle that I can hatch or let die if a new flock is created or an existing flock runs out of members. I am coming across an issue however, where on occasion when I am trying to interface with some data within a flock, as referred to through an individual member of a flock, I get a message saying "That is dead", causing the code to fail.

            From what I understand of the "die" command, if a turtle of any kind dies, it should remove itself from any agentset or variable that references it, and therefore this sort of error shouldn't be a problem? How can I fix or at least debug this strange issue?

            Code of my flock-evaluation function that is having the issues below:

            ...

            ANSWER

            Answered 2020-Jun-20 at 12:06

            I can't test this, but I expect that the error stems from agent prey 2 having a reference to a flock-holder that has died. When a flock-holder dies, it is (as you know) deleted from any angentsets that it was a member of and variables that hold a pointer to it are reset to point to nobody. However, NetLogo is smart enough to know that this nobody is a dead flock-holder and gives you the error message you've encountered. If after the error you inspected prey 2, or entered show [flock-reference] of prey 2 at the command line, I expect that you would find that flock-reference was indeed set to nobody.

            My guess is that somewhere in your code, not all the prey that were in the (now dead) flock were reassigned to another flock, but rather kept their old value of flock-reference, now nobody. When you ask a flock to die, you might add the line show preys with [flock-reference = nobody]. If there are any, you could track down why.

            Hope this helps, Charles

            Source https://stackoverflow.com/questions/62475729

            QUESTION

            NullReferenceException when accessing an IEnumerable of a custom class
            Asked 2020-May-05 at 15:48
            Goal

            I am designing a boid system using Unity. I deal with the awareness radius by adding a boid to the "Swarm" list when it enters a collider. In order to find the force for each boid, I need to cycle through the swarm list, access the "Boid" class, and retrieve velocity and position.

            Problem

            The Boid classes from each swarm entity are added to a new list, and passed to the physics controller. However, a NullReferenceException is thrown at line 96, and I don't understand why that variable would be null. As far as I know, accessing a populated Enumerable using foreach should have variables within.

            NullReferenceException: Object reference not set to an instance of an object Boid.Alignment (System.Collections.Generic.IEnumerable`1[T] boids) (at Assets/Scripts/Boid.cs:96) Boid.Update () (at Assets/Scripts/Boid.cs:42)

            After testing, it seems it is thrown when accessing any part of the new list of Boids.

            Why does my new list contain no data? Is there a better way to handle a 2D implementation of boids in a 3D space? Is there a resource I can use to better understand Linq?

            P.S. I am very new to using Linq systems, and most of this code is taken from this video and this Unity project script

            Code ...

            ANSWER

            Answered 2020-Apr-30 at 19:42

            Turns out I was assigning null data, because the GetComponent function at line 40 found the "Body" of the boids, which did not have a Boid script attached. When searching with GetComponentInChildren, the array is populated and values are given.

            The Old Line:

            IEnumerable boids = swarm.Select(o => o.GetComponent()).ToList();

            The New Line:

            IEnumerable boids = swarm.Select(o => o.GetComponentInChildren()).ToList();

            Source https://stackoverflow.com/questions/61507713

            QUESTION

            Using object trails and pixel data together , not getting what I hoped for?
            Asked 2020-Apr-02 at 14:58

            I'm a very new coder, honestly confused most of the time, Any advice would be great. I was doing an exercise from Dan Shiffman vids. I’m trying to paint a line or a stroke with pixel data from a live webcam. Two canvas, one live webcam tiny and a large canvas that has a lot of ellipse that are colored in pixel rgb from pixel array This is an image of my final product

            I made a separate file for the particle and then used a constructor function and a loop to display and update in draw(), while in the particle file I tried to use a line instead of an ellipse by using an array of past positions of the object. However, it won’t work? The canvas just appears grey. In the particle.js file, when I used the line() function, and when I use the ellipse() I don't get a painterly brushstroke effect, Not sure if my logic is correct. Here is the code -> I’m sorry there's a lot. The first bit is the particle.js file and the second is the main sketch file.

            ...

            ANSWER

            Answered 2020-Apr-02 at 14:58

            There are 2 simple issues.

            You got an error in show, because the index i+1 is out of bounds in this.history[i + 1].x. Run the for loop from 0 to history.length-1, to solve the issue:

            for (let i = 0; i < this.history.length; i++)

            Source https://stackoverflow.com/questions/60992871

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

            Vulnerabilities

            No vulnerabilities reported

            Install flocking

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

            Support

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            https://github.com/ha-shine/flocking.git

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            gh repo clone ha-shine/flocking

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            git@github.com:ha-shine/flocking.git

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