Outerra forum

User mods, screenshots & videos => Aircraft => Topic started by: andfly on June 11, 2016, 06:35:48 pm

Title: Swarms & Flocks
Post by: andfly on June 11, 2016, 06:35:48 pm
New version of the models (August 2016):

Flock of birds:
https://drive.google.com/file/d/0B6114pZ3kPTgRXRnWWJ5YmZBTG8/view?usp=sharing
(It is installed in a new folder: BIRDS. It can completely erase, without regret, the old BIRDS450 folder).

Monarch butterflies:
https://drive.google.com/file/d/0B6114pZ3kPTgcDFyS2hiU2dhdEU/view?usp=sharing

A NEW model: Colorful butterflies.
https://drive.google.com/file/d/0B6114pZ3kPTgR0drMC1PNFZqYmM/view?usp=sharing

The swarm of wasps did not present any major problems and has remained the same as before.

P.S.
I forgot an important indication:
These models are published in the "Aircraft" section of the forum because concern "flying" models, however, use the Bullet Phisics, typical of the vehicles, and then appear in the menu Anteworld, including land-based vehicles.
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Original Post:


It's all because of KW71 !!!    :-)   :-)   :-)

About a couple of months ago, in his post, he has published a beautiful movie about the flocks of birds that fill the skies of the evening and draw fantastic effects.
It seemed to perceive an implicit invitation to try to reproduce the same effect in the Anteworld sky ... but I immediately thought that the difficulties were too large and that perhaps only the developers could solve it.
Set a large number of birds, each with its own characteristics in JsbSim or Bullet Phisics, all of which must be calculated aerodynamic component and determined (and drawn) the flight path, I figured it would be too burdensome for any computer.
And then draw a large number of instances of the same model would require a wait of several minutes before starting the simulation!
Encoding instead, in C language, the dark clouds of birds, such as Anteworld clouds were created (... using the dynamic particle?), It could play a similar effect to that of the flocks.

Then... 
I had an idea that could afford to build like something , only using conventional tools provided by Outerra and controlled by the usually file in Javascript.
Nothing great ... just a little trick ... and nothing secret!
But I think it's more fun to propose a little game ...
Anyone who can identify the operating principle of the model just snooping in his command file?

However, to get to fly the higher number of birds at the same time, I had to reduce as much as possible the amount of calculations and the complexity of the rendering.

* I drew a highly stylized bird with the minimum number of vertices.
* I gave up to manage the movement of the wings and I set as fixed.
* I gave up the calculations that would determine the "real emergent behavior" of a real flock because they are too heavy (compared with the position and the attitude of all the other birds, or with those closest, to determine the position and attitude of each element).
* I tried to find a method for calculating the positions and velocities based solely on the previous position and the distance from the center of the movement.
A system that would take the flock compact and simultaneously allow a certain freedom of motion enough to be aesthetically similar to reality.

The "aesthetic" outcome is still far from reality (which remains unsurpassed), but I considered this model "publishable" for "numerical" results achieved.
I was able to fly 9000 birds at the same time, by calculating, for each, the coordinates of position, speed and rotation of the three-dimensional space, and ... without reducing exaggerated FPS ... and making them look "individual objects" (which instead "individual" they are not ).

A nice result of this study was the consideration that, using the same method and with small variations in the coefficients of the algorithm of movement, it is possible to simulate the groups of living beings that move in a pseudo-random as the shoals of fish or the insect swarms.

So I also built a swarm of butterflies:
  https://drive.google.com/file/d/0B6114pZ3kPTgcDFyS2hiU2dhdEU/view?usp=sharing
and a swarm of wasps:
  https://drive.google.com/file/d/0B6114pZ3kPTgQkV1SGZfRnFiWHM/view?usp=sharing
They can serve to animate some corner of Anteworld ...

To download the Flock of Birds:
  https://drive.google.com/file/d/0B6114pZ3kPTgSnNfekQ4VHdTNTQ/view?usp=sharing

Note: The basic flock is composed of 9000 elements.
There is also a 4500 version elements for computers under-performing and a version from 18000 items to just try for the most powerful computer (it is clearly exaggerated).

A little video:
(I used the magnificent scenery Talkeetna of Acetone, giving me a little freedom: perhaps in Alaska have never reached monarch butterflies... But we Anteworld ....)
https://youtu.be/qFpEbLVhncU
Title: Re: Swarms & Flocks
Post by: Revolver on June 11, 2016, 09:27:03 pm
wOw... :o  you've done well ... congratulations !

So, at my PC still flying 2x18000 without problems (~ 65 fps)...  :)
Title: Re: Swarms & Flocks
Post by: HiFlyer on June 11, 2016, 10:41:44 pm
Amazing!
Title: Re: Swarms & Flocks
Post by: PytonPago on June 12, 2016, 02:51:20 am
Interesting results !
Title: Re: Swarms & Flocks
Post by: Acetone on June 12, 2016, 04:20:58 am
(https://media.giphy.com/media/37Fsl1eFxbhtu/giphy.gif)

Just wow...
Title: Re: Swarms & Flocks
Post by: 2eyed on June 12, 2016, 07:21:13 am
Really innovative!

Like the wasps most! I almost feel the fear of being stung by them inside the rift. :D
Funny, two of them dont move at all.
Title: Re: Swarms & Flocks
Post by: pstuddy on June 12, 2016, 09:29:50 am
Really innovative!

Like the wasps most! I almost feel the fear of being stung by them inside the rift. :D
Funny, two of them dont move at all.

how do you make them move?  i spawned them but they are just static and are arranged in a cube formation
Title: Re: Swarms & Flocks
Post by: 2eyed on June 12, 2016, 12:07:12 pm
Really innovative!

Like the wasps most! I almost feel the fear of being stung by them inside the rift. :D
Funny, two of them dont move at all.

how do you make them move?  i spawned them but they are just static and are arranged in a cube formation

Maybe you paused the simulation?
Title: Re: Swarms & Flocks
Post by: KW71 on June 12, 2016, 12:21:35 pm
Just... speechless!!! Drop jaw!!!

(http://api.ning.com/files/iU00ik3napCEC4qg4ANsxUIUift7oQCbZIPREppG86TlkjAHKoOzBkZFUoqQwNghA2d-ysNYJqAI9WaT1qWudzpIH2LKNKa8/aplausos.gif)
Title: Re: Swarms & Flocks
Post by: andfly on June 12, 2016, 08:10:44 pm
wOw... :o  you've done well ... congratulations !

So, at my PC still flying 2x18000 without problems (~ 65 fps)...  :)

Thanks AH-DG.
Here is the striking difference between a 940M Mobile, and a "serious" GTX 980 for fixed systems.
I get 31-32 FPS when, without any model running, I stay far enough away from the trees.
With the flock from 9000 elements go down to 21-23 FPS and everything works fine again.
With the model from 18000 birds go down to 11 FPS, and, apart from the most obvious slowness, which, however, would not be a problem, begin to become evident of the annoying flicker that make the simulation "not enjoyable".
I created the version from 18000 items just out of curiosity, as a test ....
Know that it can work without inconveniences makes me happy.

I only hope that, with so many flocks, do not encounter too many collisions that the program do hard work to manage ... (it is a version that, with my computer, I could not test for a long time!).
Title: Re: Swarms & Flocks
Post by: andfly on June 12, 2016, 08:13:04 pm
Amazing!

Thanks Hiflyer.
In fact it was your suggestion to stimulate the attempt to create "small forms of movement" that animate the static landscape of Anteworld.

I'll try to build the other for the sky and the sea.
Title: Re: Swarms & Flocks
Post by: andfly on June 12, 2016, 08:14:39 pm
Interesting results !

Thanks Python Pago.
I like the idea of entering Anteworld as the discovery of a new and wonderful world ...
I hope to contribute to this feeling.
Title: Re: Swarms & Flocks
Post by: andfly on June 12, 2016, 08:21:28 pm

Just wow...

Hey...!!!
I thought I saw a great plain full of prehistoric animals !
( How nice it would take her on Anteworld ... )

Although it is not the same thing .... thank you so much!
Title: Re: Swarms & Flocks
Post by: andfly on June 12, 2016, 08:29:17 pm
Really innovative!
Like the wasps most! I almost feel the fear of being stung by them inside the rift. :D
Ah, ah ...
I could not enter into the model also necessary "insect repellent", and then .... careful !!!

Funny, two of them dont move at all.
Yes, it's true.
One does not move because it is the central element of the swarm and everything revolves around him.
The second ... I have not found out why it does not move!
Probably it is a little bug hidden somewhere in the definition and the use of arrays of position or movement.
An inaccurate index, undercounting, an inverted sign ... an error that, when you find him, you call yourself stupid enough not only to have seen him before!
I thought I'd fix it "later" and I have dedicated myself to tests to determine the overall movement of the swarm and then ... I forgot!
Thank you for reminding me.
Title: Re: Swarms & Flocks
Post by: pstuddy on June 12, 2016, 08:36:17 pm

Maybe you paused the simulation?

how do you un-pause?
Title: Re: Swarms & Flocks
Post by: andfly on June 12, 2016, 08:38:36 pm
how do you make them move?  i spawned them but they are just static and are arranged in a cube formation
Strange .....
The simulation should "go alone" immediately after placing the model in Anteworld!

If you see a set of elements positioned in a cube formation , means that the simulation, for some reason, is blocked "from the beginning".

The first test to do is to reinstall your model from the original file to google drive.
It may be that, in the first installation, it is lost or badly copied "some bits".

If all else fails, you should refer to the error message will appear in red on the bottom of the screen for a few seconds (if you see it in a fixed way you must press ALT + "L").

Perhaps, knowing this message, I can help more.
Title: Re: Swarms & Flocks
Post by: andfly on June 12, 2016, 08:44:15 pm
how do you un-pause?

It pauses the simulation by pressing the "Space" button.
A further press of the key exits the break.
Title: Re: Swarms & Flocks
Post by: andfly on June 12, 2016, 08:46:39 pm
Just... speechless!!! Drop jaw!!!

Dear Gerardo .....
I thank you for the compliments, but was your solicitation, really intriguing and irresistible, that drove me to try to find a trick to build a model of the flock!
I do not pretend to have achieved something exceptional (there are countless examples of "living systems" made even better in as many countless video games and simulations).
But ... make it happen after thought it was impossible, and only using fantasy and imagination ... I can not deny it ... inspires me a certain satisfaction.
And all thanks to your invitation ...
Thank you !!!
Title: Re: Swarms & Flocks
Post by: pstuddy on June 12, 2016, 09:30:50 pm
Strange .....
The simulation should "go alone" immediately after placing the model in Anteworld!

If you see a set of elements positioned in a cube formation , means that the simulation, for some reason, is blocked "from the beginning".

The first test to do is to reinstall your model from the original file to google drive.
It may be that, in the first installation, it is lost or badly copied "some bits".

If all else fails, you should refer to the error message will appear in red on the bottom of the screen for a few seconds (if you see it in a fixed way you must press ALT + "L").

Perhaps, knowing this message, I can help more.

thanx for the response.  i downloaded it again from your google drive.  after spawning the birds, i press Alt L and this what i got.  here's a screenshot of the error. http://imgur.com/JCZQXDY
Title: Re: Swarms & Flocks
Post by: andfly on June 12, 2016, 11:04:34 pm
thanx for the response.  i downloaded it again from your google drive.  after spawning the birds, i press Alt L and this what i got.  here's a screenshot of the error. http://imgur.com/JCZQXDY

I looked  the picture and are increasingly perplexed ...
There is no message indicating the loading model of the flock of birds and therefore error messages caused by its malfunction ...
It seems (and I emphasize "seems") as if you've loaded the model statically using the authoring environment of landscapes that is called from the "object" menu of Anteworld.
I would like to remind you that to make the model you have to load it from the menu "Land" (or F3), select it and click on "Spawn".
Sorry if this advice will seem bland but sometimes the most banal things can cause problems especially if you are new ...

If this is not the solution to your problem, then I give up, I have no useful advice (because for all other users, the model works well).

There might be a problem in Outerra, detectable by the eng.log files study, and, in this case, perhaps only the developers could help.

I wish you good adventures in Anteworld !
andfly
Title: Re: Swarms & Flocks
Post by: pstuddy on June 12, 2016, 11:50:20 pm
I looked  the picture and are increasingly perplexed ...
There is no message indicating the loading model of the flock of birds and therefore error messages caused by its malfunction ...
It seems (and I emphasize "seems") as if you've loaded the model statically using the authoring environment of landscapes that is called from the "object" menu of Anteworld.
I would like to remind you that to make the model you have to load it from the menu "Land" (or F3), select it and click on "Spawn".
Sorry if this advice will seem bland but sometimes the most banal things can cause problems especially if you are new ...

If this is not the solution to your problem, then I give up, I have no useful advice (because for all other users, the model works well).

There might be a problem in Outerra, detectable by the [url=http://goo.gl/DaK1M8][url=http://goo.gl/DaK1M8]eng.log (http://goo.gl/DaK1M8)[/url][/url] files study, and, in this case, perhaps only the developers could help.

I wish you good adventures in Anteworld !
andfly

thanx a lot!  it worked!  it looks so freakin amazing and realistic! ;)  you were right, i've been spawning them through the objects menu and not from the land menu.  it never crossed my mind that it would be under the vehicle menu.  this also animated the windmill that had me pondering for a while as well.  thanx a bunch bro keep up the great work!
Title: Re: Swarms & Flocks
Post by: Acetone on June 13, 2016, 02:21:20 am
Really innovative!

Like the wasps most! I almost feel the fear of being stung by them inside the rift. :D
Funny, two of them dont move at all.

how do you make them move?  i spawned them but they are just static and are arranged in a cube formation

Hi ptstuddy.

Apparently they remain if you spawn them with the new editor. You can open the old objects editor with shift + F7, then find the birds flock in the list and place it. As soon as you leave the editor, they should go up :)
Title: Re: Swarms & Flocks
Post by: bomber on June 13, 2016, 12:29:07 pm
That's quiet pleasant to watch.... well done.
Title: Re: Swarms & Flocks
Post by: andfly on June 13, 2016, 01:13:43 pm
That's quiet pleasant to watch.... well done.

Thanks bomber!
That's how I saw Outerra from the first moment I met him.
A world in which to enter and feel at ease, a place "pleasant".
Title: Re: Swarms & Flocks
Post by: bomber on June 13, 2016, 01:23:04 pm
Can I ask do the objects point in the direction of travel  ?

I ask as your work would look brilliant as a school of fish, and their turning is very obvious.

Also thinking about it for some especially the birds there's a dramatic change in speed from diving to climbing.

I think the insects are spot on.....

Another question. ... I'm on a roll here ☺
Does the distance between objects expand and contract ?
Title: Re: Swarms & Flocks
Post by: andfly on June 14, 2016, 08:41:30 am
Another question. ... I'm on a roll here ☺
Does the distance between objects expand and contract ?

You're a very good observer.
The simulation is based on a number of individual flocks (all equal to each 450 elements) that are chasing in the Anteworld sky.
To be able to hold together these flocks must develop a series of mathematical calculations that I determine the speed and direction of movement of each individual bird.
The most simple and straightforward idea is to follow the real rules that determine the movement of a flock, that the principle is called "emergent behavior" which, as you said just you in another post, it must compare the position and attitude of a single element with that of all the other elements of the group, because there is not a "pack leader" who decides for all but each moves according to the movement of the other nearest birds.
And ... that, to me, was a problem.
Too many calculations and iterations nested in other iterations ...
I would not have managed to co-exist a large number of elements and, to create the "bird black clouds" effect, the number "must" be great.
Thus I chose one other rule of motion, inspired to the most simple rules of nature, such as, for example, the gravitational force.
Each flock has a center that exerts a force of attraction of all the elements that compose it and that prevents their dispersion.
The calculations are performed in a single iteration and are very fast.
Obviously you have to enter disturbing elements generated by random coefficients to mask the regularity of this motion and give that aspect of "pseudo-random" typical of living things move.
But ... the typical pulse of this type of movement ... is not totally erasable.


I ask as your work would look brilliant as a school of fish, and their turning is very obvious.

Also thinking about it for some especially the birds there's a dramatic change in speed from diving to climbing.


Even the rotation, unfortunately it is evident, just for the introduction of intentional disturbs in the calculations to make the simulation more realistic ...
During the turns of the flock I set one "stretching" which should simulate the formation of a "head" and a "tail" and, for the most distant birds, the rotation forces to the apparent speed sometimes too high and unrealistic ...
I spent a lot of time to refine the coefficients just looking for the best compromise ....
You could probably improve again ....


Can I ask do the objects point in the direction of travel  ?

I think the insects are spot on.....


Being able to point, to the ever,  in the direction of motion was another huge problem ...
When speeds are low, and unique to the movement within the swarm, the solution is simple: the roll angle, pitch and yaw setting "proportional to the relative velocity components in the three space" dimensions.
That's why the swarms of insects are more accurate!
For the birds it is complicated ...
At speeds within the flock must be added the speed of flight of the flock chasing other flocks.
The speed range becomes so extensive that finding a single coefficient that includes the value at an angle "that reproduces the reality", for me, it was hard.
There are still many times when the algorithm fails ...

*********************************************************

I realize that, at this point, or she could be justified in an obvious objection:

But, because you have published a model in which you admit the persistence of many defects ?? ???
Would not it be better to wait, study a little more, and publish when you were eliminated all these defects ?? ???
(Because it is just to find other more effective methods and these defects are definitely eliminated ...)

The reasons are many:

- The purpose of the model was to groped to reproduce the wonderful effects of the flocks in the sky.
It should be seen "from afar" and imperfections of the movement of the individual elements should be considered "almost irrelevant".

 - Construction of single bird (very low definition, fixed wings and textures just mentioned) defines the model order immediately: only group viewing.

- The models of the swarms of insects seemed good enough.

- Having found a way to enter a large number of objects in the scene at the same time it seemed to me, alone, worthy of publication.

- Finally, the most important reason.
The attempt to arouse interest with something pleasant (hopefully), the construction of other forms of life from someone of good modders following this forum.
Even the play guessing the principle of operation of the model could be a stimulus to increase the interest ....

I have always believed, and my conviction increases with time, which Outerra deserve to leave an important mark in the world of computer simulation.

Any effort and any contribution to his "beauty" (and therefore to its reputation in the computer world) or she could be a help to abbreviate the time of its completion.
Title: Re: Swarms & Flocks
Post by: bomber on June 14, 2016, 09:41:40 am
Nice explanation of the techniques used...

I agree 100% with you, I think it's very good and has generated some interest..

http://www.thejabberwocky.net/viewtopic.php?f=27&t=628

Regards

Simon
Title: Re: Swarms & Flocks
Post by: bomber on June 15, 2016, 11:23:42 am
Andfly I understand your reasons for the techniques used in your example however would you be interested in adapting your code to work with ships and airplanes to create convoys or formations ?

I would expect the planes to be spawned in the air and your code give inputs into each planes JSBsim Autopilot properties which would then control the plane.

We could then stress test outerra with JSBsim running at different frequencies to see what it can and can't do.

Regards

Simon
Title: Re: Swarms & Flocks
Post by: andfly on June 15, 2016, 09:33:07 pm
Andfly I understand your reasons for the techniques used in your example however would you be interested in adapting your code to work with ships and airplanes to create convoys or formations ?

I would expect the planes to be spawned in the air and your code give inputs into each planes JSBsim Autopilot properties which would then control the plane.

We could then stress test outerra with JSBsim running at different frequencies to see what it can and can't do.

Regards

Simon

The only way I know to bring together different models Outerra, and with the ability to exchange data with each other, is to use instances of the same model.
Practically they enter on the scene of the copies of the same model.
All these copies share the same command script that runs, in succession, by an instance behind the other.
In any of these performances you can be controlled the change in the value of some variables.
The instances that are running the script later, realizing that these variations can act accordingly.
The limitation of this method is that you can only work with identical models ...
(I used to Orcas and the flock of eagles)

To build realistic convoys of aircraft or ships should be able to communicate with each other even different models.

It should exist, between Outerra API, the ability for a model of "knowledge of the presence" of other models that are currently running, but ... I do not know him.
And then ... more ... there should be a way to exchange information between the various models and, that too, is unknown to me.

I am always waiting for, sooner or later, be made a few hints on Outerra API, from the developers ...
I realize that the engine is in constant evolution and operation of the existing APIs can not be guaranteed, because the functionality or she could be revolutionized by various APIs and improved ... and then some information may be considered confidential ...
So .... I'll continue to wait!

However, for now, with my knowledge, the project that you have proposed seems to me to be premature (unfortunately!).

I think Uriah is working on something like this ...
I am sure that will be able to surprise us !!!
Title: Re: Swarms & Flocks
Post by: langdon on June 16, 2016, 02:11:40 am
Hi Andfly,

Love your work! It really adds 'life' to Outerra.

It is currently possible via the Plugin API for vehicles to communicate with each other.
It's far too complicated for me to explain here in a text post but in short..

You program a plugin.dll to accept 'registrations' from vehicles.
That is, when a vehicle is instanced it 'checks in' with the dll and is then able to communicate via  the dll with other vehicles.

Next  week I hope to release version 0.000001 (: of my multiplayer plugin.

You'll be able to open up the script on the vehicles I include and see how it works.
As I have it now.. you:

1.) 'Enter' a tower vehicle that I will include in an OTX file..
2.) when you enter that tower it spawns 3 aircraft automatically.
3.) These 3 aircraft pass there direction and position info to the dll
4.) the dll sends the info to a server
5.) the server sends the info to the other connected clients
6.) the dll gets  the info from the server and passes it to the vehicle objects.

So it should be fairly simple to just bypass all the server/client code and have the dll pass data between vehicles.

How are your C++ skills ? :)
L
Title: Re: Swarms & Flocks
Post by: andfly on June 16, 2016, 01:32:23 pm
Hi Andfly,

Love your work! It really adds 'life' to Outerra.

It is currently possible via the Plugin API for vehicles to communicate with each other.
It's far too complicated for me to explain here in a text post but in short..

You program a plugin.dll to accept 'registrations' from vehicles.
That is, when a vehicle is instanced it 'checks in' with the dll and is then able to communicate via  the dll with other vehicles.

Next  week I hope to release version 0.000001 (: of my multiplayer plugin.

You'll be able to open up the script on the vehicles I include and see how it works.
As I have it now.. you:

1.) 'Enter' a tower vehicle that I will include in an OTX file..
2.) when you enter that tower it spawns 3 aircraft automatically.
3.) These 3 aircraft pass there direction and position info to the dll
4.) the dll sends the info to a server
5.) the server sends the info to the other connected clients
6.) the dll gets  the info from the server and passes it to the vehicle objects.

So it should be fairly simple to just bypass all the server/client code and have the dll pass data between vehicles.

How are your C++ skills ? :)
L

Hi, Longdon !

This is really good news!
I followed with great interest the course of your job as "Rain Wizard."

I think everyone, at this point, we look forward to the preliminary version !
 (known to you reserved "some small possibility of revision" before coming to vers. 1.0 ...,
 right! Is a sign that the work does not scare you !! )

To communicate the data in order to fly with another "real" person was my first wish when I explored Anteworld the first time.

To realize it is ..... great !!!

Surely I will study with great interest your script, to capture as much as possible!

Unfortunately only ones ... my knowledge of the C language is ... below zero!
(Is the typical limit of learners things "to complete a self-taught": he studied and deepened only what you need and when you need it ...
With Visual Basic (and only Ver. 6) I have always been able to achieve everything I needed ... and, although I would have liked the chance to partake in the "base of computer reasoning", the difficulties and the "no immediate need" they have always held).
Title: Re: Swarms & Flocks
Post by: Krutan on July 13, 2016, 05:45:12 am
This is amazing. Well done! Would be awesome if we had dynamic wildlife in Outerra.
Title: Re: Swarms & Flocks
Post by: andfly on August 03, 2016, 07:12:41 pm
This is amazing. Well done! Would be awesome if we had dynamic wildlife in Outerra.

Sorry I'm late....
Thanks Krutan!   :) :) :)
Title: Re: Swarms & Flocks
Post by: andfly on August 03, 2016, 07:22:52 pm
I "put his hands" on the model of the flock of birds to try to improve it and, above all, because I noticed a flaw of this model (and my other earlier) regarding the execution speed of the animations.
I was always aware of this aspect of the simulations and I always connected the timers, set in the script, the value of "dt", which is the time between one frame and the next.
I had not thought that the intensity of the forces (being exercised in every frame) increases in proportion to the value of the FSP, which is not the same for all computers.
With user-driven models the problem is less obvious: If you over-speed you stop operating the motor and the model slows ...
With fully autonomous models the force of movement is decided by the program and varies considerably if it is exercised 30 times per second or 150 times per second !!!
I noticed only when, recently, I changed the computer ...

So I had to equip the script of a small section which "reads" the FPS value and determines a coefficient which is used every time you run a command that carries a "moving force".
In this way the speed of the simulation should be similar for all the computers and similar to the speed that I thought "right" when I built the model.

To be sure of its operation I used the most gentle of HiFlyer cooperation (to which I am very grateful for the time and patience that has dedicated to Tests, and thank you very much), who has just equipped its computers on a Nvidia Gtx 1080 , and therefore is "the opposite extreme," as computing power, of my modest system.

I apologize to anyone who has seen "squirt fast" my models ... have thought the inexperience of an amateur ...
For it is just that, but ... even the mistakes are useful to learn and progress!
When I have a little time I will devote myself to a "restoration" general ...

Here are the links to download the reworked models:

Flock of birds:
https://drive.google.com/file/d/0B6114pZ3kPTgRXRnWWJ5YmZBTG8/view?usp=sharing
(It is installed in a new folder: BIRDS. You can erase, without regret, the old BIRDS450 folder).

Monarch butterflies:
https://drive.google.com/file/d/0B6114pZ3kPTgcDFyS2hiU2dhdEU/view?usp=sharing

A New Model: Colorful butterflies.
https://drive.google.com/file/d/0B6114pZ3kPTgR0drMC1PNFZqYmM/view?usp=sharing

The swarm of wasps did not present any major problems and has remained the same as before.
Title: Re: Swarms & Flocks
Post by: andfly on August 04, 2016, 08:01:24 pm
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Title: Re: Swarms & Flocks
Post by: HiFlyer on August 04, 2016, 10:41:30 pm
Very nice as usual.

I was glad to help!  :)
Title: Re: Swarms & Flocks
Post by: KW71 on August 04, 2016, 10:51:18 pm
Testing A.S.A.P. Thanks a lot, andlfy!
Title: Re: Swarms & Flocks
Post by: andfly on August 05, 2016, 10:31:23 pm
Very nice as usual.

I was glad to help!  :)

Thanks again,    HiFlyer! :)
Title: Re: Swarms & Flocks
Post by: andfly on August 05, 2016, 10:34:29 pm
Testing A.S.A.P. Thanks a lot, andlfy!

Let's keep our fingers crossed ...
Title: Re: Swarms & Flocks
Post by: KW71 on August 06, 2016, 12:10:22 am
Did something change in the way the birds flock moves? I notice it behaves different... IMHO, the previous feels more natural.
Title: Re: Swarms & Flocks
Post by: andfly on August 06, 2016, 03:21:20 pm
Did something change in the way the birds flock moves? I notice it behaves different... IMHO, the previous feels more natural.

Well ... actually ....
In an attempt to control the direction of flight and the angle of the birds I have radically changed the method of calculating positions.
I got the goal ... but the movement within individual flocks, lost its previous pseudo-natural ...
I should probably look for a compromise between the previous method and the current ...

I thank you for the good point.
Title: Re: Swarms & Flocks
Post by: KW71 on August 06, 2016, 06:32:15 pm

In an attempt to control the direction of flight and the angle of the birds I have radically changed the method of calculating positions.

Sorry! That must have implied a lot of work, but I felt it was better to comment this because I really love this flocks!
Title: Re: Swarms & Flocks
Post by: andfly on August 06, 2016, 06:51:05 pm

Sorry! That must have implied a lot of work, but I felt it was better to comment this because I really love this flocks!

There is absolutely no reason to apologize !!!
I'm realizing that create completely autonomous animations requires many precautions and can be set in many different ways and all effective (each with its advantages and disadvantages), that would be very nice to receive opinions, recommendations and most importantly, criticism to be able to also evaluate points of view different from mine and, if possible, improve.

You did me a great favor!