Boid behavioral implementation in Unreal Engine 4
A downloadable project for Windows
This is a simple, multi-threaded implementation of boid/flock behavior based on http://www.red3d.com/cwr/boids/. During the update phase the forward vector of all boids are being adjusted and moved accordingly. The amount of boids on start up and the count of threads to be use for calculation can be specified in a configuration file.
Written in UE4.23.1, StarterContent is required.
Source: https://github.com/Darman1136/UE4Boids
Configuration File
The executable can be configured via the following options. It's located in %appdata%\Local\Boids\Saved\Config\WindowsNoEditor\Boids.ini
. The file may not exist, you can use the values below when creating it. (If the folder is missing, start the packaged executable once)
[/Script/Boids.BoidSpawner] SpawnCount=500 [/Script/Boids.BoidManager] AmountOfThreads=2
- SpawnCount Amount of boids to spawn
- AmountOfThreads The amount of threads to create and use for calculating positional updates
(fish not included)
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