4D Flocking Algorithm

A web based four dimentional flocking simulation build using Three.js

The project is based on the original boids algorithm by Craig Reynolds which is a simple algorithm that results in complex flocking behavior. The algorithm is based on three simple rules:

  • Separation: steer to avoid crowding local flockmates
  • Alignment: steer towards the average heading of local flockmates
  • Cohesion: steer to move toward the average position of local flockmates

View the live demo at flocking.evos.studio

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