Browsing All posts tagged under »code«

Optimized Boids I

October 27, 2010

1

As i mentioned in my previous post, I’m developing a little game based on Flocking simulations devised by Craig Reynolds. There’s more than enough ink been spilled describing these so I won’ t bother to explain here. What I would like to talk about is optimization. Many articles about boids in games mention that it […]