When there are a huge number of objects/particles, this seems to break down. Is this why fluid simulation is such a difficult task or is it unrelated?
alvin-xu-5745
An interesting thing about this "boids" approach that made it stand out was that unlike traditional "flock" approaches, this was decentralized and did not have a "centralized" control structure.
Also, more additions have been made to this since the initial boids, adding things like fear and emotion as factors to the motion of the birds.
countermoe
Simulated flocking as part of "boids" is an extremely computationally cheap simulation. These particles don't actually have to respond to any sort of "forces," which is often a very complex factor in a fluid simulation.
When there are a huge number of objects/particles, this seems to break down. Is this why fluid simulation is such a difficult task or is it unrelated?
An interesting thing about this "boids" approach that made it stand out was that unlike traditional "flock" approaches, this was decentralized and did not have a "centralized" control structure.
Also, more additions have been made to this since the initial boids, adding things like fear and emotion as factors to the motion of the birds.
Simulated flocking as part of "boids" is an extremely computationally cheap simulation. These particles don't actually have to respond to any sort of "forces," which is often a very complex factor in a fluid simulation.