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BattleBoids A procedural game based on real-time flocking behavior

Abstract
Flocking is a pattern of movement that can be observed in nature and emerges from the individual desires of the animals in the flock. These behaviours have been subject to research over past few decades, with one of the first papers on the subject being Craig Reynolds’ "Flocks, Herds, and Schools: A Distributed Behavioral Model". This project explores the development of a strategy game with flock versus flock combat based on the model presented in Reynolds’ paper. The Unity game engine and various optimization techniques are used to make the game run smoothly. The result is a game where two flocks of 500 units each can flock at 60 frames per second while fighting each other. Possible further performance and gameplay improvements are also discussed.
Degree
Student essay
URI
http://hdl.handle.net/2077/69623
Collections
  • Kandidatuppsatser
Date
2021-09-14
Author
AHL, Anton
BERGMAN, Frans
HILDINGSSON, Anton
HÖÖK, Vidar
KVERNES, Johannes
ØRFELDT PEDERSEN, Joachim
Keywords
flocking behavior
boid
video game
unity
simulation
strategy
Language
eng
Metadata
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