Swarms: Pure Flocking and Pure Pathfinding


This update includes the first steps for the advanced flocking system: Flocking and Navigation. These two components are already moving on the map.

Menu and Level System:
Since the content of the project has grown to a point where it would be too much for a single scene, you can enter two different levels now: The first includes the map creation and the second has the flock simulation.

Advanced Flocking (Part 1):
Continuing the content of the last update, I can finally start developing the flock. By using the Scriptable Object System made by Unity I can easily swap different kinds of base-behaviours to create different swarm behaviours:
1. The first swarm is purely controlled through the classic flocking system, created by Craig W. Reynolds. It moves around by using only the classic flocking rules: Cohesion, Avoidance, Alignment, Obstacle Avoidance and General Direction.
2. The second swarm is purely controlled with pathfinding. The individual agents don't care about each other. They only walk the shortest way towards the target.
But before you can see the different flocks, you have to place the staring area (S) and the end point (E). The starting area has an additional radius, where the individual agents will be spawned. Currently, it is important to choose a big enough radius. There are currently some bugs that appear, when two agents spawn into each other (Errors in Pathfinding and Agents getting shot away).

Other Updates:
- Obstacle Height is saved now too


(16.10-21.10)

Files

Flocking Tech Test.zip 25 MB
Oct 21, 2020

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