Flocking - no extension experiment

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Flocking in pure Fusion! Should work on any platform.

    I dug up an example I made 5 years ago (still Please login to see this link.) and optimised it. Now you can add up to 1000 boids! Removed the separation code and replaced it with physics collisions. Cleaned up a lot of unnecessary stuff.

    Based on the pseudocode found here: Please login to see this link.

    Enjoy!

  • I don't understand it, but you can bet this will be in my game somewhere ^^ Thanks so much!

    Please login to see this link.
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  • This reads awesome. Is there a way to use it to control lots of enemies in a top down shooter, to stop them overlapping on top of each other when chasing player? trouble I currently have they chase nicely but then obliviously all merge as 20 then look like 1x enemy........tried various collision code / trial and error and cant seem to get anything nice working. Could this be used?

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