Summary
In this chapter, we learned how to implement flocking behaviors in two ways. First, we examined and learned how to implement a basic flocking algorithm using nothing other than our scripts. Next, we implemented the same algorithm using Unity's Rigidbody
component to control the boid's movement and Sphere Collider to avoid collision with other boids.
In our example, we always referred to boids as bird-like entities. However, we can use flocking for many other applications: fishes swimming in the sea, sheep grazing on a plane, a swarm of insects, and even groups of people walking on the street can show flocking behavior. To adapt the algorithm to different scenarios, we just need to change the flocking rules' values and eventually lock the movement to a plane.
In the next chapter, we will go beyond random movement and look at how to follow a specific path. This is the first step toward learning how to avoid obstacles that are in your way.