I have a C# #quadtree implementation I've hand-rolled in a previous project.
Without checking the docs, I bet #godot implements something similar behind the scenes that is more performant than I could realistically make.
In theory, each #boid 's next move is calculated independently from the others. This could be threaded or even put on the GPU. But those are both categories of optimisation that bring a lot of mental (and digital) overhead. Gains might not be as good as expected.
WHAT IF from the movie "The Trumpet of the Swan" where Boid fights Louie, wins, breaks his eggs and rapes Serena, to claim what is his.
#namygaga #Trumpet_of_the_Swan #louie #serena #boid #rape #furry #animal #creampie #violent #hentai #nsfw
#Trumpet_of_the_Swan #Louie #serena #animal #rape #violent #hentai #nsfw #boid #NamyGaga #furry #creampie
Evolution of #boid module: now its time to link boids with a shader reading animate baked into textures. There is still quite a lot of work to have correct speeds and contact with ground...
videolog: https://polymorph.cool/wp-content/uploads/2021/04/swarm_of_clients.mp4
#godotengine #gamedev #swarm #flock #shoppingmall #agents
@polymorphcool
#boid #godotengine #gamedev #swarm #flock #shoppingmall #agents
#boid behaviour editor on its way!
@crickxson ce dont je te parlais l'autre jour: l'organisation de panneaux de contrôle, un gros kif :)
#gamedev #godotengine #dev #gui
#boid #gamedev #godotengine #dev #gui
in #boid module, i'd like to be able to define the way agents reacts. To do so, i defined a test/action chain (a behaviour)
the test editor is almost done, i think that previewing the actual code executed is useful for developers :)
#godot #gamedev #dev #logic #automation #ifthenelse
#boid #dev #logic #automation #ifthenelse #godot #gamedev
a good-level nightmare in #boid module: make several particle system interact together
lots to be done till the end of this month, but i'm happy that performances are not so bad
https://vimeo.com/524000091
#godotengine #dev #gamedev #particles
@polymorphcool
#boid #godotengine #dev #gamedev #particles
thanks to a smart nesting of objects, #boid sources can compute the closest targets for each boid and send it to it
#gamedev #godotengine #simulation #3d
@polymorphcool
#boid #gamedev #godotengine #simulation #3d
just finished implementation of targets for #boid
#godotengine #gamedev #simulation #crowd #sheep #herd
@polymorphcool
#boid #godotengine #gamedev #simulation #crowd #sheep #herd
it's now possible to set "source" of #boid, +choose the shape and the initial orientation of the boids
in the right panel, you can see the params available
next step is to add "target" objects, where the boids will aim to.
#godotengine #gamedev #simulation #cpp #3d #automation #particles
@polymorphcool
#boid #godotengine #gamedev #simulation #cpp #3d #automation #particles