Newsgroups: comp.ai.alife
Path: cantaloupe.srv.cs.cmu.edu!rochester!galileo.cc.rochester.edu!uhura.cc.rochester.edu!pg002d
From: pg002d@uhura.cc.rochester.edu (Paul Grosu)
Subject: Re: Flocking/"boid" behaviour?
Message-ID: <1995Feb3.015221.26630@galileo.cc.rochester.edu>
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References: <3grk6u$f2h@wolfe.wimsey.com>
Date: Fri, 3 Feb 95 01:52:21 GMT
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In <3grk6u$f2h@wolfe.wimsey.com> stoned@vanbc.wimsey.com (Darren Stone) writes:

>Can someone refer me to info on the net relating to "flocking" or "boid"
>behaviour.  There's a few shallow, mainstream AI books available that
>touch on it, but I'd like to read something a little more detailed and
>research- or project-oriented.

>References to bibliographies, articles, source-code, etc. would be much
>appreciated.

>Thanks in advance!

>------------------+------------------------------------------+---------------
>Darren Stone      | Frisbeetarianism, n.:                    |         __/\
>Vancouver, B.C.   |  The belief that when you die, your soul |   _o   /  \ \_
>stoned@wimsey.com |  goes up on the roof and gets stuck.      __O>O__/     

	Well, I read some articles about the boid experiment.  The thing is
that if you look at the 3D pictures, you could actually see how they made
it.  It's not that hard to figure out.  Just look carefully at different
frmae-pictures, observe the behaviour carefully and you'll get it.  If you
still cannot figure it out I'll give you a hit, okay?  By the way, try using
basic as a language first.  I did all my a-life programs in it.  By the way,
make sure that you know how to do 3D graphics - what I mean by that is try
to come up with the formulas (hint: use cos and sin functions).

	Okay, have fun.

					Paul Grosu
