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Flocking Model

This is a proof of concept flocking model, very similar to the first flocking simulation, Boids. It’s a toroidal world with constantly moving airplanes. In it, each of the airplanes is an agent, and they all make independent decisions based on incomplete knowledge of the world around them.

Each plane has a sight radius around it that represents how far the plane can see and a wedge behind it where it can’t see. This is intended to represent how real-world birds are thought to flock. Planes try to fly towards one another, and to align themselves with the planes in their neighborhood. This leads to a distinct flocking behavior.

Download the C# code here. It was built with XNA 3.1.

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