BattleBoids A procedural game based on real-time flocking behavior

dc.contributor.authorAHL, Anton
dc.contributor.authorBERGMAN, Frans
dc.contributor.authorHILDINGSSON, Anton
dc.contributor.authorHÖÖK, Vidar
dc.contributor.authorKVERNES, Johannes
dc.contributor.authorØRFELDT PEDERSEN, Joachim
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data och informationstekniksv
dc.contributor.examinerMaric, Jasmina
dc.contributor.supervisorFratarcangeli, Marco
dc.date.accessioned2021-09-14T12:36:01Z
dc.date.available2021-09-14T12:36:01Z
dc.date.issued2021sv
dc.date.submitted2020
dc.description.abstractFlocking is a pattern of movement that can be observed in nature and emerges from the individual desires of the animals in the flock. These behaviours have been subject to research over past few decades, with one of the first papers on the subject being Craig Reynolds’ "Flocks, Herds, and Schools: A Distributed Behavioral Model". This project explores the development of a strategy game with flock versus flock combat based on the model presented in Reynolds’ paper. The Unity game engine and various optimization techniques are used to make the game run smoothly. The result is a game where two flocks of 500 units each can flock at 60 frames per second while fighting each other. Possible further performance and gameplay improvements are also discussed.sv
dc.identifier.coursecodeTKDATsv
dc.identifier.urihttps://hdl.handle.net/20.500.12380/304132
dc.language.isoengsv
dc.setspec.uppsokTechnology
dc.subjectflocking behaviorsv
dc.subjectboidsv
dc.subjectvideo gamesv
dc.subjectunitysv
dc.subjectsimulationsv
dc.subjectstrategysv
dc.titleBattleBoids A procedural game based on real-time flocking behaviorsv
dc.type.degreeExamensarbete på kandidatnivåsv
dc.type.uppsokM2
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