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Implementation of a realistic underwater environment using Reynolds Flocking Algorithm

As part of the course DH2323 Computer Graphics and Interaction we worked on a project which focuses on the adaptation of Reynolds Flocking Algorithm and the setup of a suitable environment. Predators, randomly appearing food sources and behaviours such as escaping have been introduced. An underwater world environment has been created in which all the newly introduced adaptations were combined.

Try it out here: Boid Simulation

Screenshot 2022-05-23 at 7 20 07 PM

DemoGameView.mp4
DemoSceneView.mp4

Instructions

W- forward, S - backwards, A - turning left, D - turning right, Shift left - rising, Control left - submerge

Credits

This project is based on the boid implementation by Sebastian Lague: https://www.youtube.com/watch?v=bqtqltqcQhw

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Computer Graphics Project - Boid Simulation in underwater environment

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  • C# 63.0%
  • HLSL 24.4%
  • ShaderLab 12.2%
  • Shell 0.4%