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Boid flocking simulation example, utilizing Instant Static Mesh Componenta

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Boid Simulation Example

Boid flocking simulation using Unreal Engine 5 and Instanced Static Mesh Component

ABSTRACT

The original flocking behavior algorithm was created by Craig W. Reynolds in 1986, which sparked the research of artificial life. Although numerous implementations followed, the majority of them were in two dimensions, with only a handful of 3D projects available to the public. The objective of this project was to design a high-performing and aesthetically pleasing implementation of flocking behavior utilizing C++ and Unreal Engine. My main focus was on creating a flexible and customizable system capable of accommodating a wide range of behaviors. The project has been made open-source, and I enthusiastically invite collaboration from other experts in the field.

CREDITS

Project contains follwing amazing 3d models: "Koi Fish" (https://skfb.ly/oNCWq) by 7PLUS is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). "Low-poly Parrot" (https://skfb.ly/6SxGA) by Ceyhun is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). "Satellite" (https://skfb.ly/6RwPB) by Daan van Leeuwen is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).

License

Boid Simulation is licensed under the MIT License agreement.

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