Boids in Godot What this is: Actors wrap around a defined area while moving, randomly to begin with. Crag Raynolds' Boids algorithm breaks down individual behaviors in three rules. Separation defines a vector pointing away from neighbors. Alignment defines a vector aligned with neighbors' moving direction. Cohesion defines a vector pointing towards neighbor average location. Group management exists only in the form of spawning more actors. Adds predators to periodically destroy boids. Predators calculate the shortest route to their target, considering wrapping as an option. Heavily inspired by: Useless Game Dev's "Just Boids" video Sebastian Lague's Coding Adventure Jorge Yanar's Boid C++ Implementation Daniel Shiffman Flocking Implementation @ processing.org VFX: Flytrap's Shader used for the Background