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	<title>Comments on: Basic Flocking</title>
	<atom:link href="http://www.dncompute.com/blog/2008/09/08/basic-flocking.html/feed" rel="self" type="application/rss+xml" />
	<link>http://www.dncompute.com/blog/2008/09/08/basic-flocking.html</link>
	<description>Personal blog for technologist Noel Billig</description>
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		<title>By: Mike</title>
		<link>http://www.dncompute.com/blog/2008/09/08/basic-flocking.html/comment-page-1#comment-77196</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Thu, 01 Jan 2009 07:07:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.dncompute.com/blog/?p=123#comment-77196</guid>
		<description>Very cool emergent behavior example.

In your &quot;alignment&quot; algorithm, is there account taken for the magnitude of the neighboring particle velocities?  I notice that when in &quot;flock&quot; mode, the sprites tend to fly off in extreme directions when encountering a cluster of neighboring sprites.

Doesn&#039;t happen when the particles are all traveling in the same direction (towards a target), but when they all get to the target, they begin to exhibit more and more separatist behavior.  Could this because particles are accounting for the direction but -not- magnitude of their neighbors?  I wonder how the simulation might change if you allowed particles to know how fast their neighbors were traveling...</description>
		<content:encoded><![CDATA[<p>Very cool emergent behavior example.</p>
<p>In your &#8220;alignment&#8221; algorithm, is there account taken for the magnitude of the neighboring particle velocities?  I notice that when in &#8220;flock&#8221; mode, the sprites tend to fly off in extreme directions when encountering a cluster of neighboring sprites.</p>
<p>Doesn&#8217;t happen when the particles are all traveling in the same direction (towards a target), but when they all get to the target, they begin to exhibit more and more separatist behavior.  Could this because particles are accounting for the direction but -not- magnitude of their neighbors?  I wonder how the simulation might change if you allowed particles to know how fast their neighbors were traveling&#8230;</p>
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		<title>By: Steven Baughman</title>
		<link>http://www.dncompute.com/blog/2008/09/08/basic-flocking.html/comment-page-1#comment-75248</link>
		<dc:creator>Steven Baughman</dc:creator>
		<pubDate>Fri, 07 Nov 2008 21:58:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.dncompute.com/blog/?p=123#comment-75248</guid>
		<description>I am such a sucker for this stuff. Very cool.</description>
		<content:encoded><![CDATA[<p>I am such a sucker for this stuff. Very cool.</p>
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		<title>By: Noel</title>
		<link>http://www.dncompute.com/blog/2008/09/08/basic-flocking.html/comment-page-1#comment-69547</link>
		<dc:creator>Noel</dc:creator>
		<pubDate>Tue, 23 Sep 2008 15:23:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.dncompute.com/blog/?p=123#comment-69547</guid>
		<description>@dave - Flocking behaviors are not particularly difficult to implement, but if you have no experience with vector math and switching between polar and Cartesian coordinates, you might not have the foundation to work upon. I would highly recommend researching those topics first, as adding flocking behavior to a 2d motion system is relatively easy. One important concept to keep in mind is that you can use the dot product of vectors to figure out the angle between them. This is important when determining what direction to steer your agents in.</description>
		<content:encoded><![CDATA[<p>@dave &#8211; Flocking behaviors are not particularly difficult to implement, but if you have no experience with vector math and switching between polar and Cartesian coordinates, you might not have the foundation to work upon. I would highly recommend researching those topics first, as adding flocking behavior to a 2d motion system is relatively easy. One important concept to keep in mind is that you can use the dot product of vectors to figure out the angle between them. This is important when determining what direction to steer your agents in.</p>
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		<title>By: daniel</title>
		<link>http://www.dncompute.com/blog/2008/09/08/basic-flocking.html/comment-page-1#comment-68078</link>
		<dc:creator>daniel</dc:creator>
		<pubDate>Wed, 17 Sep 2008 06:13:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.dncompute.com/blog/?p=123#comment-68078</guid>
		<description>&quot;any hints or tips on how to code this?&quot; um yes, right here: http://www.red3d.com/cwr/boids/

I was building a bit of a flocking behaviour for some fish some time ago an Id the boids were a great place to start. I wasn&#039;t smart enough to apply different paradigms and the ability to switch between them. This paper &quot;Context-Dependent Adaptability in Crowd Behavior Simulation&quot; (http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?arnumber=4018492), however, does a pretty good job of explaining how to take this a bit further. (and make it context dependent)

The thing that I found the most useful, was the use of excitation values and the way they were calculated.</description>
		<content:encoded><![CDATA[<p>&#8220;any hints or tips on how to code this?&#8221; um yes, right here: <a href="http://www.red3d.com/cwr/boids/" rel="nofollow">http://www.red3d.com/cwr/boids/</a></p>
<p>I was building a bit of a flocking behaviour for some fish some time ago an Id the boids were a great place to start. I wasn&#8217;t smart enough to apply different paradigms and the ability to switch between them. This paper &#8220;Context-Dependent Adaptability in Crowd Behavior Simulation&#8221; (<a href="http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?arnumber=4018492" rel="nofollow">http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?arnumber=4018492</a>), however, does a pretty good job of explaining how to take this a bit further. (and make it context dependent)</p>
<p>The thing that I found the most useful, was the use of excitation values and the way they were calculated.</p>
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		<title>By: dave</title>
		<link>http://www.dncompute.com/blog/2008/09/08/basic-flocking.html/comment-page-1#comment-67093</link>
		<dc:creator>dave</dc:creator>
		<pubDate>Tue, 09 Sep 2008 21:19:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.dncompute.com/blog/?p=123#comment-67093</guid>
		<description>this looks great, an chance of any hints or tips on how to code this?</description>
		<content:encoded><![CDATA[<p>this looks great, an chance of any hints or tips on how to code this?</p>
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