|
![](/i/fill.gif) |
> The animation looks kinda blocky though, no smooth rotation or movement of
> those little arrow-thingies.
I'll second that. I did some tests with flocking algorithms some time
ago and that was one of the problems I ran into: The movement was never
as smooth as I wanted it to be. This applied to both fast changing
directions and fast changing velocities of the boids. Perhaps one could
add another goal to the boids (apart from collision avoidance, etc.),
which would be to try to keep the movement smooth...
> And I'd guess mapping the boids onto the heightfield is more or less the
> difficult path?
Hm. You could either simply use the height at a certain point (trace),
or use the heightfield in your animation (that would include calculating
the slope to find better (in energetic means) ways, etc.). First seems
trivial, second seems ehm, not so trivial ;)
> I really need some more background information before I can start thinking
> about what to try. I'm more the algorithmic guy.
That's why I love POV, btw: It's nice to visualize all those cool ideas
(fractals, particle systems, etc.)
Florian
Post a reply to this message
|
![](/i/fill.gif) |