On Aug 24, 2013, at 10:07 PM, Robert McCune wrote:
> I am interested in Flocking in a bounded, or Non-Toroidal, space. I coded a wall avoidance vector that, once within an agents' neighborhood, repulses with the square inverse of the distance to the wall.
Sure. This would be a common steering behavior. Often known as a "motor schema" in the robot world.
> This negatively impacts flocking - there tend to be more, smaller flocks, and more agents not apart of a flock, because flocks break up when they hit the wall
> Are there other ways to implement a bounded area, or wall avoidance? Ways that reduce fragmentation or don't effect flocking?
I'm not sure. But are you sure that if you smash a flock of birds or a school of fish into a wall, they don't do basically the same thing?
The whole point of boids is to look realistic. You sure that this isn't realistic?
> Are Flockers and related BOIDS typically implemented in toroidal space for this very reason?
I made Flockers toroidal because classic boids models are toroidal, and they're toroidal because I think Craig Reynolds did his demos toroidally. And that's about it.