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Agent-Based Systems

Boids, Flow-field following, and predator/prey simulations

System Overview

Boids simulate flocking behavior through three simple rules: alignment (steer toward average heading), cohesion (steer toward average position), and separation (avoid crowding). These local rules create complex, emergent group behaviors like flocks, schools, and herds.

Each boid only perceives nearby neighbors, making the system scalable. The balance between forces determines behavior: too much cohesion creates tight clusters, too much separation causes scattering.

Why Games Use This

Key Parameters

Failure Modes

Scaling Behavior

Naive implementation is O(n²) per frame. Use spatial hashing or quadtrees to reduce to O(n) average case. For 1000+ boids, spatial partitioning is essential. GPU implementations can handle 10,000+ boids.

Memory is O(n) for boid storage. Each boid needs position, velocity, and optional state.

Related Algorithms

Free Tools & Libraries

System-Thinking Prompts