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Projet info ASINSA 2A - Jeu 2D avec implémetation de Boid
Have boids change their color so that all neighbor flockmates are the same color
Add a Sound.java class that enables to read mp3 files
Display the current fps of the boid simulation as a small overlay in a corner of the window
Currently after the new acceleration vector of a boid (i) has been computed, that boid is updated and put back in the list of all boids. So the (i+1) boid's acceleration is based on the already updated (0 to i) boid's accelerations.
The goal here is to update the acceleration vector of every boid so that the acceleration of the aforementioned (i+1) boid would be calculated based on the non updated (0 to i) boid's acceleration.
Add an Animation.java class that can handle animation based on a SpriteSheet
Implement a quadtree data structure to optimize the handling of boids
Implement a viewing angle on the perception radius, eg :
http://www.red3d.com/cwr/boids/images/neighborhood.gif
Don't forget to also modify the way the percetion radius is drawn on screen.
I think that to solve this, we simply need to add a check in the flock method, next to the distance < perceptionRadius checking if the absolute value of the angle between the boid's velocity and the director vector of the line between the boid and the other boid, is inferior the to the viewing angle.
Steer to avoid crowding local flock-mates
http://www.red3d.com/cwr/boids/
Make the boid able to detect the border of the screen and avoid them
Steer to move toward the average position of local flock-mates
http://www.red3d.com/cwr/boids/
Implement formation flight.
To do this, add the rule that boids should want to have their "view" empty.
For further see : https://www.youtube.com/watch?v=mhjuuHl6qHM at 40 min
example of the result : https://image.shutterstock.com/image-photo/ducks-flying-triangle-formation-260nw-55605025.jpg
Steer towards the average heading of local flock-mates
http://www.red3d.com/cwr/boids/
Add an entity that is controllable through the keyboard wasd keys
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