>> >>FB^3 Program. They really work now. :) >> >>Beware the line wrap. Tried to accomodate, but one never knows. >> >>Cool!:) >> >>Robert Bob Flockenheimer >> >Robert, Jaybenezer Scrooge wrote: >Cool demo, but to me they now look less like boids and more like skeeters >or gnats. What happened to the elegant parallel aerobatics that the old >version had, and that I regularly see in real flocks? :P I can see your point, though I don't understand the modifier 'now'. That implies some previous earlier working version for which I haven't seen one, including my own flawed posting a long while back. I have seen the behaviors of the one I posted in real life, along with the behavior you prefer. Possibly an algorithmic misinterpretation...but if you set the distance to < 1 or 2 then the behavior gets much more parallelish..there then become some velocity and scaling issues with the flock compacted. I couldn't get the supplied velocity limiter to work quite right. At the lower distance, you can actually get a grouping of secondary flocks a decent distance away. >What happened to the elegant parallel aerobatics that the old >version had, and that I regularly see in real flocks? I would guess a rule is missing, or more rules are needed. There is a rule where boids try to steer toward the mass direction...requires some anglular stuff...these use all angles (360), not limited to 280 Degrees or so as to avoid boids behind. Wasn't in my source material. You are free to write a better version from scratch. See < http://www.red3d.com/cwr/boids/ > This is cool: http://www.asahi-net.or.jp/~hq8y-ishm/boidq3.sit.hqx QD3D viewer for boid things... The original Lisp source is at http://www.red3d.com/cwr/code/boids.lisp Be sure to brush using Lisperine first. Lisperace is also playing piano on your head, while I am driving over your Cello in my Tracker for lack of emotional support . rc