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Every tile has it's own noise and therefore distribution pattern of the objects, making the world even more endless. | Every tile has it's own noise and therefore distribution pattern of the objects, making the world even more endless. | ||
A swarm of letters using the boid-algorithm guides the player through the world and towards the word-spheres. The close the view-direcition of the viewer is to a word-sphere the more letters are in the swarm and the closer they fly to each other. The boid-algorithm simulates the behaviour of birds by enforcing simple rules for every boid like seperation, alignment and cohesion towards all other boids. A compute-shader is used to speed up the simulation process. | A swarm of letters using the boid-algorithm guides the player through the world and towards the word-spheres. The close the view-direcition of the viewer is to a word-sphere the more letters are in the swarm and the closer they fly to each other. The boid-algorithm simulates the behaviour of birds by enforcing simple rules for every boid like seperation, alignment and cohesion towards all other boids. A compute-shader is used to speed up the simulation process. | ||
[[File:VRI-LEK-Boids.mp4| | [[File:VRI-LEK-Boids.mp4|none|500px]] | ||
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