Passable 2D Birds
I’ve managed to get this first step to a point I’m vaguely happy with. It looks like this (code at time of writing is here):
I’ve implemented the main steering behaviours, and added a fourth, goal-seeking (the colors correspond to the marked vectors on one of the birds):
- Separation: steer to avoid crowding local flockmates
- Alignment: steer towards the average heading of local flockmates
- Cohesion: steer to move toward the average position of local flockmates
- Goal-seeking: steer towards an arbitrary goal point
To keep the birds on screen, and also to prevent them falling into a stable state, I’ve added some basic goal-seeking behaviour, in which the birds try to head towards a randomly-changing position (shown by the red dot).
The pink circle around one of the birds approximately indicates its “neighbourhood”, i.e. birds within this circle are considered its local flockmates. In practice there’s a blind spot behind each bird, but I’m not good enough with the canvas API to draw this yet.
I’m quite happy with this, but there’s lots to improve upon.
While the behaviours are all present, I’m not at all sure they’re well
In particular I don’t think the separation behaviour has
enough effect at close range, and I suspect that the alignment and
goal-seeking behaviours are dominating. Without the goal-seeking, the
birds have a tendency to drift off in small clumps, never to be seen
again. (Edit: I’ve updated the sim with much better repulsion
behaviour, and this has made a huge difference. I can now watch this for
quite a while without getting bored, which is one way of measuring
whether it’s any good, I guess.)
The randomly changing goal is also responsible for pretty much all of the apparent dynamism of the system. Without this, the birds fall into a relatively stable pattern after a little while.
I want to spend more time balancing these behaviours, and I think that’s worth doing while it’s still 2D, since the tweaks will (I hope) translate directly to the 3D version.
One thing that made a big difference to the “look” of the birds was to implement a maximum and minimum velocity, preventing the birds from stopping completely. This contributes greatly to the occasional “peels” of birds you see, since they have to make at least some sort of gradual turn to change direction, which then influences nearby birds.
This is barely what you’d call a “flight model”, though, so I’d like to improve it - specifically I’d like my birds to turn more swoopily1. I think I’ll leave this until I switch to 3D, though, since it’s likely to be completely different. In 3D I’ll have a better concept of the birds' orientation, so I’ll be able to model different acceleration limits for different headings, roll, yaw rates and so forth.
I’ll let you know when I have one.
This is an ornithological term. ↩
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