Hi,
Since I posted a few questions here in order to get to it, I thought I might as well post the final result.
So I've been interested in flocking behavior and thought ICE was a good way to experiment.
So here there are 3 simulated point particles: the leaves, the flies (simple spheres) and the birds (animated instances of a painfully modeled and textured cardinal bird).
Leaves grow on the trees, the more leaves, the faster they grow until a plateau is reached. Thus if all the leaves are eaten, new leaves will appear very slowly.
The flies eat the leaves. The more they eat, the more they can breed. But the more they are, the more drain is put on the leaves. When a fly has not eaten for a while, it cannot breed, then it dies.
Same story for the birds: The birds eat the flies. The more they eat, the more they can breed. The more they are, the more they eat flies... Not eaten for a while, you die.
There is a very little touch a genetic algorithm, a fancy name to say that flies and birds do not share the same max speed/max stamina combination at start. The combination are reversed: the faster you can go, the less your maximum health can be. When a bird/fly is spawned, it takes the attribute of one of its parent. Natural Selection at work! I think it explains why the birds have a hard time by the end to catch up with the flies. One issue with this approach is that there are not enough birds at the beginning to make a good genetic pool.
Thanks for watching!
Claude
ICE: Birds And Flies Simulation
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claudevervoort
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Hirazi Blue
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kshep92
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Re: ICE: Birds And Flies Simulation
agreed... very nice