I am looking at flocking properties in MASON's Flockers implementation
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. 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?
Are Flockers and related BOIDS typically implemented in toroidal space for this very reason?