As with most artificial life simulations, Boids is an example of emergent behaviour; that is, the complexity of Boids arises from the interaction of individual agents (the boids, in this case) adhering to a set of simple rules. The rules applied in the simplest Boids world are as follows:
- separation: steer to avoid crowding local flockmates
- alignment: steer towards the average heading of local flockmates
- cohesion: steer to move toward the average position of local flockmates
Right Mouse Click: Add new Blue Boid
Left Mouse Click: Add new Red Boid
What happens next?
The blue boids try to move in groups – notice they have a limited sight vision! They always fear the red boids so they try avoid them.