Essays about: "BOIDS"

Showing result 1 - 5 of 10 essays containing the word BOIDS.

  1. 1. Topologica linteractions in a multi-layered flocking system

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Malin Liedholm; [2023]
    Keywords : Flock simulation; Topological interaction; Multi-layered flocking system; knearest neighbour; Boids; Unity3D; Flocksimulering; Topologisk interaktion; Flerskiktigt flockningssystem; knärmaste granne; Boids; Unity3D;

    Abstract : With the multi-layered flocking system it is possible to simulate flocks that contain different types of agents that can be of various different sizes (variations in bounding radius and height). In the original implementation, the multi-layered flocking system uses a metric distance to find the nearest-neighbours of agents. READ MORE

  2. 2. Boids Flocking Algorithms : Prey Survival Rate in Predator-Prey Simulations

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Lucas Kerslow; Johannes Matsson; [2023]
    Keywords : ;

    Abstract : Virtual environments are only perceived as real as each part makes it out to be. One aspect of these simulated realities is the movement of the artificial life entities included in some of the virtual environments. READ MORE

  3. 3. Simulation and modelling of crowd control within the context of riots

    University essay from KTH/Datavetenskap

    Author : Erik Hedlund; Tobias Vinsa; [2022]
    Keywords : ;

    Abstract : This project aims to shed light on the abilities of simulation to optimize crowd control management strategies. Simulations were chosen because the difficulties of analyzing crowd control management strategies during an ongoing riot. READ MORE

  4. 4. Comparison of spatial partitioning data structures in crowd simulations

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Jakob Kratz; Viktor Luthman; [2021]
    Keywords : Radius Search; Spatial Partitioning; Agent- Based Simulation; Boids; Grid; Kd- Tree; Quadtree; Maximum Velocity; Radius Search; Spatial Partitioning; Agent- Based Simulation; Boids; Grid; Kd- Tree; Quadtree; Maximum Velocity;

    Abstract : This report investigates how the construction and query time of multiple spatial partitioning data structures is impacted by spatial distribution of and number of agents in a crowd simulation. In addition a method is investigated for updating the data structures less frequently at the cost of increasing the radius queried, without affecting the correctness of the queries. READ MORE

  5. 5. A Comparison of Parallel Design Patterns for Game Development

    University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Author : Robin Andblom; Carl Sjöberg; [2018]
    Keywords : Flocking; Parallelism; Multithreading; Rendering time; Speedup; Skeletal animation; BOIDS;

    Abstract : ----- .... READ MORE