2D implementation of Craig Reynolds' boids in the Unity3D game engine.
The boid's emergent flocking behaviour is caused by 3 rules:
- Alignment: steer towards the direction nearby boids are heading
- Cohesion: steer to move toward the average position of local flockmates
- Separation: steer to avoid colliding or getting too close to another boid
- Unity3D - Game Engine
This project is licensed under the MIT License - see the LICENSE.md file for details
- Inspiration: Processing Flocking implementation